The only thing that stops the dust is the rain. It’s a sweet reprieve, but there is no middle ground. The land is either as dry as the Betty Ford clinic, or as wet as the ocean floor. Everything can be seen from the ridge overlooking Armadillo as John Marston gently bounces along atop...

=============================================================================== It is the key to the future. - The Brotherhood of Nod===============================================================================

Copyright 2007 - Staley, Deuce ex Defcon. Any site that wishes to host any ofmy guides is free to do so, provided you contact me prior to posting theguide(s), as I like to know where they're being used.

I cannot guarantee any site other than GameFAQs will always have the mostcurrent form of my guides, so if there's ever any doubt, always check GameFAQs.If you find an outdated form of any of my guides on any other site(s), pleasecontact me, and I will contact the site(s) to get it updated.

All questions, comments, and so forth concerning this guide can be posted on mysite here: http://thebrink.us/boards

Or if you're not fond of message boards, please feel free to email atdeucestaley@gmail.com or try me on AIM (Deuce ex Defcon).

***Please note that this guide is currently incomplete. Walkthroughs and intel entries for the GDI campaign are finished, but I haven't added anything related to the Nod or Scrin campaigns/intel entries, nor have I done anything with the units/structures lists. All in good time.

- Throughout the game, you'll be able to collect little bits of informationin your intelligence database. These files don't really have any effect on thegame, they're just there for collection purposes (and for you to read, assumingyou're interested). Sometimes these entries are simply given to youautomatically, but sometimes you need to accomplish a bonus objective or dosomething else to get them. I've listed which entries are found in eachmission in this guide, and I've also marked them in the walkthrough between{these} to show where in the mission you should be getting the entry. You canfind more detailed information (including complete transcripts of each entry)in section 4.00) of this guide.

"Recent satellite intelligence points to a suspicious level of activity in the North Carolina Badlands. InOps is concerned that the Brotherhood of Nod may be setting up shop there. Your mission is to investigate and report back as soon as possible. An abandoned GDI training facility is located nearby - use that as your base of operations in the area."

"This outpost was abandoned many years ago after its strategic value waned. Once you arrive at the outpost it can be reactivated remotely."

2) Build a Barracks and 3 GDI Riflemen Squads.

"You'll need a barracks in order to train infantry units. To build a Barracks, select the Construction Yard and then click on the Barracks icon. Once it has finished building click the Barracks icon again and then place the Barracks in your buildable area."

3) Build a Power Plant.

"Select the Construction Yard and click on the Power Plant icon. Build and deploy it just like the Barracks. Because your base has low power, you may want to turn off other buildings. When your base is low on power, all units and structures build slower."

4) Repair the Command Post.

"To repair the damaged Command Post, use the Repair Button on your Command Bar, located on the top right next to the power button. Then click on the Command Post."

5) Eliminate the Nod Outpost.

"Destroy all the Nod Forces, the Hand of Nod and the Nod Outpost. A company of Missile Soldiers will be sent to assist you. Their missiles are much more effective against structures than standard GDI rifles."

6) Repair the Bridge.

"Two Engineers are en route via V35 Ox Transport. Once they arrive, send one of them into the Gatehouse to repair the bridge."

7) Build an Airfield.

"The Nod presence in this region is far greater than we had expected. We will need air support. Build an Airfield from the Production Structures Tab to gain access to aircraft."

8) Destroy the Nod Barracks, War Factory and Construction Yard.

"Devastate this Nod Base by destroying these key structures.

================Bonus Objectives================

1) Build a Watchtower.

"Protect your base from Nod infantry by building a Watchtower. To build a Watchtower, click on the Watchtower icon located in the Support Structure Tab. Once it has finished building, deploy it anywhere inside your ground control area. The white circle marks the range of the Watchtower."

2) Build a second Infantry queue.

"Build a second Barracks from your Production Structures Tab so that you have a second infantry queue. This will allow you to train infantry in parallel giving you the ability to put more soldiers on the field quicker."

3) Build a Tiberium Silo.

"Build a Tiberium Silo from your Support Structure Tab. Doing so will increase Doing so will increase the amount of credits you can store at once."

4) Capture one of Nod's buildings.

"Select your Engineer and then send him into an enemy structure. The Engineer will capture it, giving you full control of the structure."

5) Sell the captured Nod structure.

"After you've captured the structure you can then sell it. Use the Sell Button located at the top of your Command Bar. Click on the $ and then click on the building you want to sell."

6) Capture the Tiberium Spike.

"Many structures, like this Tiberium Spike, can be captured by Engineers and put to use. Tiberium Spikes generate extra funds over time by drawing Tiberium out of the Earth."

===========Walkthrough===========

This is your standard RTS introductory mission, and they do a pretty good jobof telling you exactly what you need to do to finish the mission, but just forgood measure, I'm going to cover it all too.

Start by taking your riflemen east to the abandoned GDI base and slaughter theNod infantry in the middle of it. When you get control of the base, you'll getthe first of many Intelligence Database entries {GDI Base Closure}. Theseentries aren't really necessary to finish the game, they're just optionalthings that you can collect if you'd like (some of them are unavoidable, butsome of them will take a little effort if you want to get them). When theexplanation of harvesting is finished, you'll get another entry {TiberiumPrimer}.

Your MCV will arrive soon {Mobile Construction Vehicle} and automaticallydeploy itself in the middle of your base. Build a barracks and place itsomewhere in your base {Barracks}, then train three riflemen squads from it tocomplete the next objective {GDI Riflemen}.

Build a Watchtower when you're told to, then defend against the rush of Nodtroops from the east. You'll receive some missile troops {GDI Missile Squad},and you'll be able to train them from the barracks now. Build a secondbarracks to accomplish the second optional objective, then train some moremissile squads for the assault on the Nod outpost.

Destroy the two western buildings in the Nod outpost, then wait for yourEngineers to arrive {GDI Engineer}. Use one to capture one of the tworemaining Nod buildings and use the other to repair the bridge (by putting itin the tower below and to the right of the bridge). Sell the captured Nodbuilding to accomplish another bonus objective, then build a Tiberium Silo toaccomplish another one.

North of the bridge, you'll find a tower-like thing called a Tiberium Spike.Selecting it will tell you about another optional objective - train an Engineerfrom your barracks and get it into the spike to accomplish the objective.

Move your infantry groups over the bridge when you're ready and assault the Nodvehicles there. Target the Raider Buggies first, then hit the Scorpions.Eventually you'll be told to build an airfield so you can receive Orcareinforcements. Do so, then build two more Orcas to fill the airfield. Usethem to assault the Nod base until you're given the option to use the IonCanon. Select it, then fire it into the middle of the Nod base to finish themission.

"The Philadelphia is gone, Reykjavik has been overrun, and Nod forces are now attacking the only remaining GDI world command hub in the Pentagon. If we lose the Pentagon, GDI will be thrown into chaos and the war will be lost. Your mission is to defend this vital installation. The first priority is restoring power to the building defenses and systems so you can repel the main Nod attack. Then you'll need to get an engineer into the Pentagon to reestablish the command and control system links. Your final objective is to counter-attack and drive Nod out of the area."

=====================Intelligence Database=====================

GDI InOps

- Garrisoning

GDI Weapons, Tactics, and Systems

- APC - Grenadier

GDI Archives

- The Global Defense Initiative - About the Brotherhood of Nod

==================Primary Objectives==================

1) Bring the Pentagon's defensive power system online.

"The Pentagon is defenseless without its power. Get an Engineer into each of the three Power Plants and bring that power back online!"

2) Capture the Pentagon with an Engineer.

"Only an Engineer can get the Pentagon's Command and Control systems online. You must protect your Engineers until the Pentagon is restored. Once Command and Control is restored we can turn this war around."

3) Garrison each of the four Guard Towers with GDI Riflemen and hold off the Nod infantry wave.

"Nod has destroyed our Power Plants with their Vertigo Bombers. Our only chance to defend the Pentagon against superior odds is to garrison the Guard Towers around the perimeter of the Pentagon."

4) Eliminate the Nod Central HQ.

"The Brotherhood of Nod has hastily erected a forward headquarters at the top of the hill. Prevent another attack on the Pentagon by destroying this forward HQ."

================Bonus Objectives================

1) Eliminate the small Nod base to the north.

"Nod has cut off our ability to bring in reinforcements to the north. Eliminating this base will enable Easy Company Grenadier reinforcements.

2) Take back the city by clearing 4 garrisoned buildings.

"Nod has firmly entrenched troops within the city surrounding the Pentagon. Use our Grenadiers to clear these buildings out."

===========Walkthrough===========

Move your riflemen and engineers to the east to assault the Nod infantry thatare attacking your power plants {The Global Defense Initiative}. Use yourrifle squads to wipe out the Nod troops, then use an Engineer to capture eachof the three power plants. You'll then be told to capture the Pentagon, sosend another engineer over there and take it. You'll be told to garrison somenearby towers as your next objective - two of them are west of the Pentagon,and two of them are slightly north-west of it. Send a rifle squad into each ofthe four towers {Garrisoning} to complete the objective.

Some APCs will arrive {APC} to the north-east of the Pentagon. Send them tothe left side of the Pentagon, then put a Grenadier Squad into each one of themwhen they exit the Pentagon {Grenadier}. You'll be given your next mainobjective soon {About the Brotherhood of Nod}, but if you want to accomplishthe bonus objectives, you'll need to do them now.

Move your grenadier-loaded APCs west underneath the cluser of buildings there,and you'll receive a second bonus objective. Use the APCs to grenade the fourgarrisoned buildings to accomplish the second bonus objective. You'll receivetwo more APCs with grenadier units in them north of the Pentagon, so move yourcurrent group back there and join them. Head north and wipe out the small Nodbase there to accomplish the other bonus objective.

With the small base destroyed, you'll receive a few more loaded APCs from thenorth. Add them to your current group, then gather the supply cratesnorth-west of where the small Nod base used to be. Move your entire group tothe south-east corner of the big Nod base now, then move in and wipe the placeout. Note that only the Crane, Hand of Nod, and Air Tower have to be destroyedto accomplish the final primary objective.

"Nod forces have overrun all of the major GDI air fields in the region. Your mission is to retake Langley Air Force Base, home of the Air Combat Command. A small GDI outpost near the coast might be useful as a base of operations. We'll drop your team off nearby. Once the outpost is secure, take back our airfields, get some Orca scout aircraft in the air, and then drive Nod out of the area."

=====================Intelligence Database=====================

GDI InOps

- Calling for Transport

GDI Weapons, Tactics, and Systems

- Command Post - Sniper Team - Airfield - Orca Attack Aircraft

==================Primary Objectives==================

1) Eliminate the Nod forces attacking the GDI base.

"There is a small GDI Base under siege on the coast. Secure it and you will have a perfect platform to launch an assault on Langley Air Force Base."

2) Reclaim the GDI Airfields to the northeast.

"GDI has two Airfields intact with operational Orca aircraft. Reclaim the Airfields by eliminating the defending Nod forces, then use the Orca as air support for your attack on the base."

3) Destroy the Nod base to the northwest.

"This base is the central hub for the Nod forces controlling Langley. It is heavily defended against land based attacks."

================Bonus Objectives================

1) Capture the Tiberium Refinery in the city.

"The Tiberium Refinery used to supply the airforce base has been overlooked by Nod. Getting it up and running will give us ample supplies for our offensive."

2) Rescue all 4 Snipers from Bravo Squad.

"The Snipers of Bravo Company have been scattered throughout the city. Find and rescue them."

===========Walkthrough===========

You receive a few infantry groups on the beach, so immediately use them toslaughter the Nod infantry to take control of the outpost {Command Post}. Putboth of your riflemen squads and a grenadier squad into the bunker closest toyour barracks, then stick both missile squads and a grenadier squad into thesecond bunker farther down the beach. These two bunkers will pretty muchdefend your base for the entire mission if you garrison them early.

Build six APCs and enough grenadiers and missile squads to fill them, then movethem south-west into the city. You'll be given a new bonus objective tocapture the Tiberium refinery in the city. Use your APCs to clear out thebuildings, then get close to the refinery and look slightly north-east of it.You'll find a sniper unit, which is one of four that you'll need to find tocomplete the second bonus objective.

Once you've secured the area with your APCs, train an Engineer and use him tocapture the refinery. Before you leave the area with your APCs, use one toclear out the building in the south-west corner of the map - there's anotherSniper group there. Return your APCs to your base, then build a few more andload them up with grenadiers and missile squads. See that garrisoned buildingdirectly north of your base? Take it out, then take out the one above and tothe right of it to free your last two sniper units {Sniper Team}.

Take these two sniper units and garrison the building near the two Nod machinegun turrets north-west of your base. See the little icon in the upper-leftcorner of your screen that says Bombard Spotted Target when you hover over it?You can use that to lob a shell from the battleship at any target within asniper group's sight. Nod defense structures like these machine gun modulescan be rebuilt after being destroyed unless you take out the hub they'reattached to. If you destroy the hub, the modules are destroyed with it. Useyour bombardment option to destroy the hub, then move your APCs through thearea on your way to the airfields.

The airfiels are on a raised platform, and they're guarded by some Nod missiletroops and some light vehicles. Your APCs will slaughter them, but you canmove a sniper group up there and bombard the Nod forces if you'd like. Onceall of the Nod units are destroyed near the airfields, you'll gain control ofthem, and eight Orcas will land {Calling for Transport, Airfield, Orca AttackAircraft}.

The Orcas can easily finish the mission on their own. Simply fly them west tothe Nod base, then attack the main structures one by one until they're alldestroyed (you can tell which ones need to be destroyed by the yellow box thatoutlines them). As long as you stay fairly far to the north inside the base,you shouldn't have any problems with things firing at you from the ground.

"Cut off the Nod reinforcements flowing into Hampton Roads by disrupting their port operations. You'll do this from the inside, infiltrating an elite GDI commando into the facility. Take their radar offline by destroying the Nod Operations Center. Once they're blind, take out their nearby stealth bomber base. As soon as Nod's bombers are out of action, we'll send in a fleet of battleships and you can use sniper units to spot targets for the big guns."

=====================Intelligence Database=====================

GDI InOps

- Logistics Crates: Targets of Opportunity

GDI News Wire

- The Ghost in the Machine

GDI Weapons, Tactics, and Systems

- Commando

==================Primary Objectives==================

1) Destroy the Nod Operations Center.

"Taking the Nod Operations Center offline will disable their radar and sonar detection. This will sow confusion among the defenders and therefore enable our Battleships to get in closer and lend artillery support."

2) Destroy the bombers harassing our Battleships.

"Vertigo Bombers are preventing our battleships from getting into bombardment range. Destroy the Nod Air Tower to eliminate this threat."

3) Destroy the Nod production facilities.

"The Brotherhood of Nod is using the Hampton Roads Naval Facility as a supply depot for their front line offensive. Destroy their production buildings to disrupt the port operations and stop the flow of reinforcements."

================Bonus Objectives================

1) Complete the mission using only the Commando.

"Complete the mission without using the reinforcements."

===========Walkthrough===========

Use the Commando to wipe out the approaching Nod troops {Commando}, then headnorth and detonate the Nod Operations Center. You can either walk therethrough the city or use the Commando's jump jet ability, whichever you'd like.With the Operations Center destroyed, head west and slightly north until yousee a yellow flashing crate thing. Move the Command on top of it {LogisticsCrates: Targets of Opportunity} to get healed, then move north-east andattack the cluster of Nod troops near the power plant there. There's a secondcrate nearby that will give your Commando a veterancy level.

Head towards your second objective now. If you attack the airfield from above,you'll be able to take advantage of the red explosive barrels strewn about thearea. Shoot them with the Commando when Nod units are near them, and theexplosion will slaughter everything. The one west of the airfield willcompletely destroy it if you fire at it.

With the airfield destroyed, you'll be given a bonus objective. Ignore yourreinforcements and use only the Commando if you'd like to achieve the bonusobjective. Don't worry - the Commano's almost invincible in this mission, soyou don't need the reinforcements at all anyway. Move the Commando east, thensouth towards the bottom of the map near the middle {The Ghost in the Machine}.Approach the main Nod base from the east, and stop to jump jet your Commandointo the square with the crate in the middle of it. It's another veterancycrate, which will make your Commando even more ridiculously powerful.

There's a flame tank in the Nod base, so when you approach, be ready to retreatwhen it starts to come at you. Shoot the explosive red barrels along its pathto demolish it, then enter the Nod base and shoot the explosive barrels thereto do some serious damage right off the bat. Use your Commando to detonate thebuildings, and the mission will be complete.

"GDI morale sagged when Nod troops unfurled their red banners over the White House. Now you'll turn the tide by retaking this powerful symbol. Since Nod has a staging area nearby, you'll also get a chance to wipe out a large stockpile of high-end Nod weapons. Start with a small force to take out Nod's air defenses. A Firehawk squadron from Langley AFB will turn Nod's parked military hardware to burning junk. Then attack the Nod base right outside the White House itself."

=====================Intelligence Database=====================

GDI Eyewitness Accounts

- Nod Stealth Technology - Nod Base Defenses

GDI Weapons, Tactics, and Systems

- GDI Base Defenses - Predator Battle Tank - Crane

==================Primary Objectives==================

1) Destroy the Nod air defenses.

"We have Firehawk attack jets armed and waiting. You need to destroy Nod's air defenses so the Firehawks can make their bombing run. We also have Ox transports with reinforcements standing by for deployment."

2) Use your Firehawk Airstrike power on Nod's artillery outpost.

"Use your Firehawk Airstrike power to mark the area for our Firehawks to bomb."

3) Destroy the surrounding Nod base to reclaim the White House.

"Nod forces have set up a base in front of the White House. Destroy all of their production structures to drive them out of this area and take back the White House."

4) Destroy the Disruption Towers around the Nod base.

"Nod is using those Disruption Towers to cloak its base. Destroy them and that should make their base vulnerable to our attacks."

================Bonus Objectives================

1) Suppress the Nod infantry advances by putting Snipers into the designated buildings.

"Snipers are extremely effective against infantry. Garrison them in the designated buildings for extra protection while they fire on Nod infantry."

2) Destroy Nod's Power Plants.

"Commander, Nod appears to have a large number of their Power Plants just northwest of the White House. Destroying these might bring down their defenses and leave them more open to our attack."

Use two missile squads to destroy each of the Nod anti-air nodes on either sideof the Nod outpost (remember - destroying the node itself automaticallydestroys all of the modules) to complete the first objective, then use theFirehawk Airstrike icon in the upper-left corner of your screen to destroy theNod stockpile. Reinforcements will arrive - quickly deploy your MCV and builda power plant, barracks, and a Tiberium Refinery followed by an armory. Assoon as you place the Command Post, train two sniper units from your barracksand send one to each of the buildings highlighted in green on either side ofyour base. Send one of the riflemen squads you got earlier into eah building,too.

Build and place a Watchtower at the top of your base {GDI Base Defenses} todefend against infantry, then build a War Factory and a few silos. Build afew Predator tanks from the war factory {Predator Battle Tank}, then build acrane {Crane}. Train some grenadiers and load them into APCs (six or so ofthem will be plenty), then send the APCs and your Predators up the west side ofthe map to assault the Nod power plants.

Make sure you use your grenadiers in the APCs to wipe out the garrisonedstructures, then leave the Predators behind at the intersection near the middleof the map. Continue towards the powerplants with the APCs and wipe them outalong with everything else in the area, then retreat everything back to yourbase.

Move your APCs to the east side of the map, then head north all the way to thenorth-east corner. You'll find a Secret Shrine up there, so destroy it toaccomplish another bonus objective {Nod Stealth Technology}. The only thingleft to do is assault the main Nod base in front of the White House now, sosend in a big group of Predators with your APCs and slaughter everything.Your Predators can demolish buildings quickly, and if you keep them moving,you can crush most of the Nod infantry under their tracks. When you destroyall of the Nod Disruption Towers and the rest of their base, the mission willbe over {Nod Base Defenses}.

"InOps flagged an irrigation plant in Casabad as a possible chemical weapons factory. A GDI forward base was established nearby in preparation for a raid, but we've since lost contact with the base. We've also lost contact with a team of Zone Troopers sent to investigate. Get in there, secure the base, and then find out what's going on in that factory."

"The last contact from the Zone Troopers came from this location. Eliminate any remaining Nod units to secure the outpost."

2) Destroy the Weapons Research Lab.

"Intel believes this Nod structure is instrumental in Nod's efforts to weaponize Tiberium in a liquid form. It must be eliminated."

3) Destroy the Nod War Factories.

"Nod is reinforcing its war effort in this region from these War Factories. Eliminate them."

================Bonus Objectives================

1) Capture all three Tiberium Spikes.

"Secure additional runding by capturing all three Tiberium Spikes in the area. Build additional Engineers to capture these Tiberium Spikes."

2) Destroy the Nod Outpost.

"Nod is reinforcing their security of the research labs from this facility. Eliminate it to collect extra resources."

===========Walkthrough===========

Approach the GDI base and eliminate the Nod troops {Red, Yellow, and BlueZones}, then capture the Tiberium Spike with your engineer. Some Nod aircraftwill fly overhead {Nod Aircraft}, but don't worry about them yet. Send yourZone Troopers to the upper-right corner of your base to defend it {ZoneTroopers}, then start training more Zone Troopers. When you have another unitof them, send it north to the next Tiberium Spike. Train an engineer and sendit up there to capture the spike {Commandeering Tiberium Spikes}, then send theZone Troopers back to help defend the upper-right corner of your base (anddon't forget to grab the crate above and to the right of the spike first).

You'll be raking in funds now, so crank out another four units of Zone Troopersfollowed by three more units of missile troops and an engineer. There're threecrates on a platform south-east of your base, two of which have money in them.Use the jump jet ability on your Zone Defenders to jump up there and grab them,then combine your forces together into two groups (Zone Troopers in one andmissile squads in the other). If you haven't already, select your Armory andbuild the Power Packs upgrade to give your Zone Troopers a nice boost.

Head towards the third Tiberium Spike and clear it out, then capture it withyour engineer. Move east towards the Nod outpost next, and keep your eyespeeled for more supply crates. Assualt the Nod outpost and destroy it, butwatch out for the Nod planes you saw earlier - they'll shred your Zone Troopersif you're not prepared to take them out with your missile squads. Note thatyou actually have to destroy the Nod buildings to accomplish the bonusobjective, not just capture them (if you capture them, you'll have to sell themto accomplish the bonus objective).

Gather any supply crates you see, then move north with your two groups. Whenyou reach the research facility, you'll find some new Nod vehicles guarding it{New Nod Flame Tank}. Your Zone Troopers should be able to handle them easily,but make sure you keep your missile squads away from them (you won't need themissile squads again anyway, so you could just leave them behind now if you'dprefer). Destroy all of the Nod units in the area, then destroy the researchfacility {Liquid Tiberium Research}.

Move north and crush the remaining Nod buildings to finish the mission. You'llhave a much easier time doing this if you jump jet into the base from the westrather than running in from the south. There are a few more supply cratesscattered around the map if you'd like to collect them, but it's hardlynecessary to get them to finish the mission.

"Nod is using the port of Alexandria to export nuclear and chemical weapons. Your mission is simple: Shut this operation down. Destroy the loading cranes to cripple their port operations, sink their ships to block the docks, wipe out their administration and control centers, and obliterate any military units and structures nearby. You'll have Mammoth Tanks at your disposal. Roll over them, Commander."

"Nod's port operations are controlled from these Port Authority buildings. Take them out to cripple their port for the long haul."

================Bonus Objectives================

1) Destroy all Nod ships docked at the port.

"Destroy the docked ships to prevent them from delivering their hardware to other war efforts in the region."

2) Capture the EMP Control Center in the city.

"Capture the EMP Control Center to gain the ability to fire an EMP blast which will disable all electronic devices within the blast radius."

3) Deploy a Surveyor at the northern Tiberium Field.

"Build a Surveyor and deploy it by the Tiberium Field to the north. A Surveyor unpacks an expansion base at its deployment location and allows additional structures to be constructed around it."

===========Walkthrough===========

Place four or so Watchtowers along the upper-right side of your base to defendagainst the Nod infantry rushes (some of which will be stealthed), then place awar factory {War Factory Repair Drones} and some power plants. Once you have acommand post and a tech center, you'll be able to build mammoth tanks, andyou'll be able to get the rail guns upgrade from the tech center{Discontinuation of the Mammoth Mk II Walker}. Once you have a few moremammoths with the rail gun upgrade, send them north to the next Tiberium fieldso they can defend it.

You'll be told about a bonus objective as soon as you see the Tiberium field,so build a Surveyor from your support structures tab and send it to the field.Deploy it {Base Expansion using the Surveyor}, then build a second refinery upthere if you'd like.

Meanwhile, send a few mammoths to the lower-right corner of the map to wipe outthe Nod forces around the EMP Control Center, then capture it with an engineer{EMP Control Center}.

The easiest way to take care of the last remaining bonus objective is to buildan airfield and four Orcas, then fly them safely above the docked ships anddestroy them one at a time. You can destroy the docks in the same way, andthen you'll be free to focus on crushing the port authority buildings. Sendyour entire column of mammoths over there and crush the place - the weak Nodforces in the area are no match for mammoths with rail guns.

"Your mission is to take out a massive Nod nuclear weapons facility in northern Cairo, the same base that was used to launch the strike on the Philidelphia. This is now the highest priority GDI target worldwide. Time is of the essence: Nod is likely to launch everything they have if they think you're getting too close."

=====================Intelligence Database=====================

GDI InOps

- Nod's Nuclear Arsenal - Cairo Nuclear Launch Facility

GDI News Wire

- The Blunder that Nearly Finished GDI

GDI Archives

- GDI's Nuclear Weapons

==================Primary Objectives==================

1) Destroy the Nod Nuke Facility.

"Nod has nuclear missile launch capability with this missile site. This is the same site that launched the attack that destroyed the Philidelphia. It must be destroyed."

2) Destroy the Nod Compound Headquarters.

"Nod controls this Nuclear Launch Site and most of its operations in this region from these buildings. Destroy them to completely remove Nod's capability to launch nuclear missiles from this site and wrest control over this territory from Nod."

================Bonus Objectives================

1) Capture the Nod Power Plants.

"Nod's nuclear missile launch can be delayed if any of the Power Plants supporting the launch facility are destroyed or captured. Be advised, if Nod rebuilds or recaptures the Power Plants the missile launch countdown will continue."

2) Destroy all Nod Structures.

"Eliminate all Nod structures to expel them from this region."

===========Walkthrough===========

Build a pair of Watchtowers north of your base and park your Predators and ZoneTroopers near them to fend off Nod attacks, then start building a war factoryand a couple power plants. Build a second harvester from your war factorywhile you're building a tech center, then get the rail guns upgrade from thetech center. You'll want to do something about that nuclear countdown, too, sobuild an airfield and fill it with Orcas. {GDI's Nuclear Weapons} should beadded to your entries automatically at some point after the nuclear countdownis announced.

The path to the upper-left corner of the screen is free from anti-aircraft gunsalong the left side of the map, so move your Orcas all the way into the corner.You'll see a Tiberium Spike above the blue Tiberium field - send an Engineer upthere using the Call For Transport option and take the spike, then send theOrcas to the east along the top of the map. There's an anti-aircraft batterydirectly to the west of the first Nod power plant - take out the central hub todestroy the battery, then send the Orcas back into the upper-left corner of themap. Return them to your base for repairs, then make another trip up and overto destroy one of the power plants, which will reset the nuclear countdown andaccomplish the first bonus objective.

Once you've got eight or so mammoth tanks (which you should have no troublegetting, though you should feel free to deploy a surveyor in the upper-leftand/or lower-right corners of the map to get more Tiberium if you'd like), moveto the openning south of Nod's base and level everything you see. Before youhead inside, move farther to the southeast until you get the {The Blunder thatNearly Finished GDI} entry if you haven't already.

When you approach the southern entrance to the Nod base, you'll be warned thatit's heavily defended, but it's not really that bad when you've got the railgunupgrade. Target the defensive clusters first, then simply crush everything yousee, including things marked as "civilian." Destroying the large cylindricalstructure above and slightly to the right of the entrance will give you the{Nod's Nuclear Arsenal} entry.

The second bonus objective isn't hard to accomplish - just drive your group ofmammoths around the central part of the map and level everything you see, andmake sure the actual silo in the middle is your first stop. Once everything isdestroyed {Cairo Nuclear Launch Facility}, move to the upper-right corner ofthe map and level the rest of the Nod structures there.

"GDI has a forward operating base in Croatia, but it's been cut off from supply lines and is under heavy attack by Nod forces. Their power is low, their construction yard has been destroyed, and they don't have much in the way of firepower. You need to take command of that base and hold out long enough for us to send in a reinforcement convoy."

=====================Intelligence Database=====================

GDI InOps

- Power Management

GDI News Wire

- Kane's Fascination with Eastern Europe

==================Primary Objectives==================

1) Secure this GDI base until reinforcements arrive.

"Alternate the available power amongst the base defenses to defend against Nod assault waves."

2) Send aid to the reinforcement team ambushed in the city.

"Our fellow soldiers are pinned down by Nod forces garrisoned in the city buildings. Flush them out and clear a path."

3) Escort the MCV safely back to the GDI base and deploy the Construction Yard.

"The MCV must be protected at all costs. We will lose our hold of this region if it is destroyed."

4) Destroy the southwest Nod base.

"This base is the source of Nod recruits. Eliminating this base will cripple Nod's ability to wage war with infantry."

5) Destroy the northeast Nod base.

"This base is the source of Nod war machines. Eliminating this base will cripple Nod's ability to wage war with vehicles."

6) Destroy the southeast Nod base.

"This base is the source of Nod air power. Eliminating this base will cripple Nod's ability to wage war with aircraft."

================Bonus Objectives================

1) All base defenses survive until the reinforcement team arrives.

"Do not allow any of the base defenses to be destroyed to ensure the security of the reinforcement team upon their arrival."

2) Return the MCV to the GDI base unharmed.

"The sigh of an undamaged MCV rolling into the base will provide a strong symbol of valor for the GDI forces and boost morale for our troops."

===========Walkthrough===========

Immediately repair all of your base structures and defenses, then power up bothnorthern guardian cannons, both southern watchtowers, the southern guardiancannon on the east side of your base, and the southern watchtower on the westside of your base. {Power Management} Leave all four anti-aircraft batteriespowered down, and leave the northern defenses on the east and west sides ofyour base powered down. Throughout the mission, make sure all of thesedefenses stay repaired.

Move both of your predators to the eastern entrance of your base for additionaldefense, then park the pitbull next to your north-eastern anti-aircraft battery(since pitbulls can fire at air targets). Move your infantry to the westernentrance of your base. You'll want to put them in APCs as soon as possible.

(Note: There're three money crates in some trees south of your base. If you move quickly, you can easily grab them with the pitbull without causing yourself too many problems.)

Your weakest point as far as the first bonus objective goes is the westernentrance of your base. Fortunately, only infantry and some aircraft willattack there during most of the mission, so as soon as you can build a fewAPCs, load them with riflemen and missile squads, then have them guard the twowatchtowers.

When the countdown finishes, you'll need to cross to the west side of the mapand retrieve your MCV. That side of the map is crawling with infantry, so thebest way to do it is with APCs full of riflemen. Of course, the infantry willalso garrison a few buildings, so you'll want some predators, too. Leave twomore two guard the northern entrance of your base just like the original twoshould be doing by the eastern entrance, then send five or so of them west withtwo clusters of five APCs.

Cross the north-western bridge with your APCs, then leave one group of them todefend the gap between the two bridges. You're going to want to come backover the same bridge later, and you'll need these APCs there to defend againstNod counterattacks. Move the other group of APCs and the predators north, thenleave the APCs in the middle of the town just north-east of the Nod base, outof range of their defenses. This group will pick off Nod counterattacks fromthis side and hopefully prevent any troops from garrisoning any buildings.

Take the predators north towards your APC and make sure there aren't any Nodunits still prowling the streets. When you're ready, knock the garrisonedtroops out of the two buildings near the Nod defenses, then destroy the centralhub and the troops that came out of the buildings. Move the predators backtowards your APC groups, but make sure you don't displace them.

You'll now have control of the reinforcement group, including the MCV. If youcan manage to get it back to your base without getting it damaged, you'llaccomplish the second bonus objective. Assuming you've properly placed yourtwo APC groups, it shouldn't be hard to do. Simply move south towards thebridges along the east edge of the town, and use the escort forces to deal withany Nod units that might somehow get in your way. Cross the bridge with theMCV when you reach it, then move into your base and deploy it {Kane'sFascination with Eastern Europe}. Call all of your forces back to your side ofthe river when you're done, and set your APCs up to defend the bridges.

Use your new construction yard to build some more power, then build your waytowards a tech center so you can get the rail guns upgrade. You'll note thatonce you have a tech center, your power plants will be able to upgradethemselves, so don't waste space on too many power plants. You'll also want anairfield, and don't worry about mammoths - predators will work just fine forthis mission, especially since there's no way to get a mammoth to thesouth-east Nod base.

When you've got a good cluster of rail gun predators, take them to the Nod basenorth-east of you and crush it, then return to your base for repairs. Thesouth-west base will be slightly more tricky, since it's swarming with infantryunits, many of which probably garrisoned a few buildings while you were gone.If you still have some good loaded APCs, take them down there with yourpredators and crush everything, then repair them at your war factory.

The final assault on the south-east base is only tricky because you have to useCall for Transport to get any decent ground forces up there. It's a good ideato send an Orca down there to piss them off, 'cause they'll suicide a goodportion of their air group at your base (and your anti-aircraft guns and APCswill shred them).

When you're ready to make an assault, wait until you have plenty of credits toCall for Transport on a large group of predators and APCs, then drop them onthe open spot north of Nod's base. Make sure you protect the predators fromair assaults with the APCs, then move in and crush the Nod base with thepredators.

"Recent sat-surveillance confirms a significant build-up of armored vehicles and weapons at a large Nod logistics base in Albania. The sat images show row upon row of Stealth, Scorpion, and Flame tanks waiting to be deployed in defense of Kane's Temple Prime in Sarajevo. Your mission is about destroying this arsenal before it is used against you in combat. You'll start with a small force to clear the way, then we'll send you Firehawk attack jets to finish the job."

=====================Intelligence Database=====================

GDI Weapons, Tactics, and Systems

- Rig Deployment into a forward Battle Base - Firehawk Attack Jets

==================Primary Objectives==================

1) Clear Nod border defenses.

"Use a small tactical team to clear a path through the Nod perimeter and avoid alerting Nod forces to our presence in the region."

2) Infiltrate Nod supply depot.

"Break through the supply depot checkpoint by accessing the service entrance across the canyon bridge."

3) Eliminate Nod rocket bunkers.

"Clear the airspace by neutralizing the main Nod anti-aircraft battery so that support can be airlifted into the region by GDI Ox transports."

4) Capture east ridge Reinforcement Bay.

"Establish a GDI staging area on the east ridge above the Nod supply depot. Captured Nod supply bays will be used to deliver GDI reinforcements."

5) Destroy Nod supply depot.

"Destroy the main manufacturing facility and stock piles of Nod vehicles."

"The Firehawk can be armed with a load out of missiles or bombs. The missile load out allows the Firehawk to attack aircraft, while the bomb load out allows it to attack ground vehicles and structures."

===========Walkthrough===========

Send your four infantry squads to the upper-right corner, then move towards theNod outpost along the top of the screen. Don't bother with the lazer turrets,since they can't really do much damage. Instead, take out the Nod infantry ifthey get too close and concentrate on taking out the defensive hub. Destroythe other buildings once the hub is destroyed, and you'll accomplish the firstobjective. (If you manage to do it without completely losing a unit, you'llalso accomplish the first bonus objective, which will result in all fourinfantry units gaining an experience level.)

Reinforcements will arrive {Rig Deployment into a forward Battle Base}. Sendthe four Predators west and clear a path to the clearing under the bridge.Deploy your Rig there and make sure your Predators are fully repaired, thenmove them west and destroy the Nod base there. Retreat your Predators to theRig if they take too much damage, and make sure you grab all of the crates inthe Nod base before you move on.

You'll be given four engineers - order one to enter the hut below and to theright of the bridge, and he'll repair it. Nod vehicles will immediately crossit and attack you, so have your Predators positioned above your Rig to defendit. When the vehicles stop attacking and your Predators are fully repaired,send them over the bridge and take out the defensive hub there, then send yourRig over the bridge and deploy it in the small clearing just above it. Loadyour three APCs with both missile squads and a group of riflemen, then sendthem and the Pitbulls over the bridge, too. Leave all of your other infantry,including the engineers, on the south side of the bridge for safe-keeping.

Park two of your Predators above and to the right of your rig and park two ofyour APCs above and to the left of it. Stick a Pitbull between the Predatorsand the APCs to detect stealth units, then group your other two Predators, yourthird APC (preferably one of the ones with a missile squad in it), and yourother Pitbull into a group. This will be your primary combat group for awhile. It's small and vulnerable, but you can retreat it (or parts of it) toyour Rig for repairs when necessary.

Start your assault on the three reinforcement bays by moving your assaultgroup north-east along the ridge (getting too close to the central Nod compoundcan have unfortunate results, what with the Obelisks and so forth). Make sureyou lead with the Predators, since they can take the most punishment withoutbeing destroyed. Take out all of the Nod stockpiles along the way, but makesure you focus your attention on manned vehicles and other units. If anythingin your assault group gets too damaged, retreat to your Rig for repairs.

If you're lucky, one or more of your assault group's vehicles will reach themaximum veterancy level, which makes them much more powerful (and makes themautomatically repair). If you're really struggling with this mission andyou're getting frustrated, just sit back in the comfort of your Rig's repairzone and let all of your units reach maximum veterancy.

Anyway, your first target should be the reinforcement bay on the south-eastridge (the main objective one, not the other two). Wipe out the defenses andthe units in front of it, then take out the buildings. Send your assault groupback to the entrance of the ridge to defend (or back to the Rig if you needrepairs), then grab your other rocket squad APC from near your Rig and send itsouth over the bridge. Dump the missile squad out of it and replace it with anengineer, then carefully drive it all the way to the reinforcement bay you justattacked. Dump the engineer out and use him to capture the bay.

You'll get two airfields loaded with Firehawks {Firehawk Attack Jets} and aMammoth for your trouble. Use one of your groups of Firehawks (armed withmissiles) to pick off a Nod chopper to accomplish another secret objective.Arm both groups with bombs, then use them to pulverize the Nod forces aroundthe reinforcement bay north of your assault group (which you should've addedthe Mammoth tank to). When most of the Nod stuff's been destroyed, move yourassault group in to hold it, then send your empty APC back down to the southside of the bridge to pick up another engineer. Safely send the APC back toyour assault group and use the engineer to capture the reinforcement bay.

You'll get some more Predators and another Rig for your efforts. Deploy therig here and let your forces get repaired, then use your Firehawks to destroythe Nod forces around the last reinforcement bay in the north-west. Once it'sfairly clear, send your assault group over there and hold the area, then useyour empty APC to send your last engineer to the bay and capture it. You'llget another Pitbull and two Predators for your trouble.

Use your Firehawks to demolish the main Nod defenses on the central base, thenmove your entire attack force in to crush everything. Destroy the stockpilesoutside the base as well as the production buildings in the base, and themission will be complete.

"Kane is making his last stand at Temple Prime in Sarajevo. Your mission is to take out his defending forces, destroy the surrounding compound, and disable the ion disruption towers protecting the temple complex from energy weapons. Knocking out the disruption towers will open up options for GDI Central Command now that the Ion Cannons are nearly back online. However, be aware that Kane and his Science Ministers have been working on a Liquid Tiberium device of considerable destructive power within Temple Prime. It is imperative that you do not use the Ion Cannon on Temple Prime yourself without authorization. An Ion Cannon strike could detonate the Liquid Tiberium in the Temple and set off a chain reaction in the large Tiberium fields found throughout this Yellow Zone - the resulting blast would be massively destructive and may kill millions. This is a decision that will have to be made at the highest levels of the GDI command structure."

"The Ion Cannon control center is used to relay surface strike coordinates to the Ion Cannon that's orbiting the planet in space."

5) Destroy Temple Prime with the Ion Cannon.

"Now that the forcefield has been neutralized, GDI Command has ordered that Temple Prime be destroyed by the Ion Cannon."

================Bonus Objectives================

1) Capture Nod's science ministry building.

"Capturing this building will provide important intel on Nod Tiberium research and further insight into Kane's mysterious plans."

2) Capture the Mutant Hovel.

"Capture the Mutant Hovel with an Engineer. This will allow the recruitment of Mutants to fight for our cause."

3) Capture Liquid Tiberium Factory.

"Capturing this facility will provide important intel on Nod's Tiberium liquification process and restrict their ability to use this technology against us."

4) Destroy an Avatar with the Commando.

"Use the Commando to attack the Nod Avatar. The Commando is an expert at taking down large walkers by planting an explosive pack on their hull."

===========Walkthrough===========

Use your infantry to clear out the Nod troops in the areas north and north-eastof your starting position {Nod Ion Cannon Disruption Tech}, then park your Rignorth of the buildings and trees. Guard it with your vehicles, then deployyour construction yard and start building your base. Get a second harvester assoon as you can, and line the northern edge of your base (including north ofyour Rig) with watchtowers. Infantry will attack all over this line, andyou'll want to be able to stop them before they reach your base. Train acommando as soon as possible and use him to slaughter the infantry - having himleveled up will come in handy later.

Once you have your war factory going, start building Mammoths (and make sureyou get the rail gun upgrade). Two airfields loaded with Firehawks will comein handy for toasting Obelisks, so get them ready before you start moving yourtanks towards the Nod base.

In the north-west corner of the map, you'll find an abandoned building calleda mutant hovel. Fly your Firehawks up there to reveal it, then transport anengineer up there to capture it for one of your secret objectives {Life in aYellow Zone}.

When you're ready to make an assault on the Nod base, use your Firehawks toscout the south-west corner. You'll find two obelisks guarding a hill there,so destroy them both (you'll need five Firehawks all at once). Get anotherRig ready, then send it over there with a cluster of Mammoths (six or sevenshould be plenty - if you have leveled ones already, send them). Deploy theRig at the top of that hill you just freed, then line the top of the Rig withthree or four of the Mammoths.

Nod crap should start flooding towards you, but if it doesn't, move one of yourtanks down there to taunt them. With how much crap Nod's going to be sendingat you, you shouldn't have any problems getting all of your Mammoths completelyleveled fairly quickly. Once you have them, send your Commando over there.One of the secret objectives requires you to destroy a Nod walker with theCommando, and the easiest way to do it is to lure one past your Rig byretreating your Mammoths as the walker approaches. Have the commando waitingbehind it, then jump out and detonate it when it gets close {Nod AvatarWalker}.

With your cluster of leveled Mammoths, the Nod base will be pretty much nomatch, but you'll have to move slowly. Make sure you have a group of engineersready in your base - you'll need to fly them into the Nod base later. Anyway,move through the base and destroy everything but the Nod Science Ministry andthe Tiberium Chemical Plant. There're quite a few Obelisks around the Temple,and they'll be able to tag your Mammoths while they're still on the southernside of the walls. Keep moving when you approach the second red line, and headto the right to attack the Temple area from near the second disruption fieldgenerator. Keep moving, and you should be able to destroy the two easternObelisks before they destroy any of your tanks.

Destroy the second disruption field generator, then move past the temple, takeout the other Obelisks, and destroy the third disruption field generator. Flyin your engineers now and capture the Science Ministry and the TiberiumChemical Plant {Health Effects of Tiberium Contamination} to accomplish thelast two bonus objectives.

If you haven't already, build an Ion Cannon Control Center from your supportstructure tab. To finish the mission, simply use the Ion Cannon on the temple.

"The savage, unexpected attack on Munich by the invaders has taken the city's garrisoned GDI forces completely by surprise. The battle was over before it began. As the invaders ruthlessly wipe Munich from the face of the Earth, you must marshal the surviving GDI forces and fight a desperate rearguard action, holding off the enemy just long enough to allow the GDI F-T Lab engineers to escape in armored transports. These engineers have key information about our new enemy, and must reach safety."

=====================Intelligence Database=====================

GDI InOps

- Sonic Weapons and the Invaders

GDI News Wire

- GDI Storm Shelters

==================Primary Objectives==================

1) Protect the Civilian Transports.

"These Civilian Transports contain what is left of the GDI F-T Lab engineers. Protect them at all costs - at least one must survive."

================Bonus Objectives================

1) Capture the GDI Lab.

"This GDI Lab contains vital research. Send in an Engineer, capture it and obtain the information, or GDI F-T research may be set back five years or more."

2) Capture the Power Plant.

"This abandoned Power Plant is hooked into a dormant Sonic Emitter array. Get these Engineers in there and get the thing working... we need all the help we can get."

===========Walkthrough===========

This mission is chaotic, but fairly simple. Collect all of the units nearyour starting position and make them into a group, then follow the three trucksas they move along the road. They'll head south-west for a while, then they'llturn east and head for the Rig when they reach the bridge. Stay right on topof them to defend against aircraft, then defend the Rig until the trucks startto head south towards the second bridge.

You'll get a group of reinforcements, including some engineers, once the trucksstart moving (they'll be south-east of the Rig). Your two bonus objectiveswill require you to use these engineers to capture the GDI Lab to the north andthe power plant south of the bridge. Leave one engineer with your main force,then send everything else north to the GDI Lab. Capture it with an engineer{GDI Storm Shelters}, then send any survivors south over the bridge.

Keep your main force with the trucks as they move over the bridge, and capturethe power plant with one of your engineers {Sonic Weapons and the Invaders}.The sonic emitters will thoroughly trash the Scrin units in the area, but keepyour forces near the trucks as they make their way to the edge of the map.As long as one truck makes it, the mission will be complete.

"While Stuttgart is ostensibly under complete alien control, GDI has received several distorted transmissions from within the city indicating there are survivors either in hiding or pinned down by alien forces. One of these surviving units - an elite Commando - has managed to evade his attackers. You will work with this Commando to round up as many other surviving units as possible, then use the resulting force to take out the alien base dominating the city. Keep an eye out for a GDI combat engineering team - they are capable of reactivating both GDI's Stuttgart base and the city's defensive grid, which would make the mission far easier."

=====================Intelligence Database=====================

GDI InOps

- Alien Origins, Connections to the Tacitus - Alien Tripod Captured

[NOTE: There's a glitch in the game that's not allowing the Alien Tripod Captured entry to be made in your intel database. Hopefully this will be fixed in a patch at some point, but for now, you'll have to edit this manually if you want to complete your database.

==================Primary Objectives==================

1) Capture or Destroy Alien Structure.

"This structure appears to be the focus of Alien efforts in the area. Marshal your forces and capture or destroy it."

2) Rescue Engineers.

"This is the only available engineering detail south of Danzig. Keep it alive at all costs."

3) Capture the eastern Power Plant, activating the GDI Base.

"This GDI base was damaged during the attack, but appears to be semi-functional. Get the Power Plants back online and you'll be able to build new combat units and Engineers. Lose all your Engineers before capturing the base and you will fail - it is essential to our success."

================Bonus Objectives================

1) Rescue Zone Troopers.

"Alien air units have trapped this Zone Trooper squadron in the Stuttgart rubble. Destroy the aircraft and the Troopers are yours to command."

2) Rescue Snipers.

"Dispatched to scout the area, these Snipers are now pinned down by Alien infantry. Kill the infantry and rescue them."

3) Rescue Infantry Squad.

"An infantry platoon took shelter in these structures during the attack, but found themselves surrounded by alien Disintegrators. If the platoon moves, the drones will notice them, enter the building and kill them all. Eliminate the Disintegrators in order to free the platoon."

4) Destroy a Tripod with the Commando.

"Use the Commando to attack the Alien Annihilator Tripod. The Commando is an expert at taking out large walkers such as the Tripod."

5) Capture the northern and western Power Plants to activate the Sonic Emitter arrays.

"As out experience in Munich showed, Aliens are weak against Sonic Emitters. Capture both Power Plants and get the arrays back online."

6) Capture the southern Power Plant to activate the Command Post.

"Stuttgart's Command Post appears to be mostly intact. Get its Power Plant functional to regain radar information."

7) Capture the southwest Power Plant, activating the Armory.

"Given the weakened state of our forces, this Armory should prove invaluable. Use your Engineers to capture the Power Plant and get it back online."

===========Walkthrough===========

Send the commando south-west towards the pinned engineers first. Eliminate theScrin units nearby, and the engineers will be under your control. Head westwith the commando until you find a missile squad, then send the missile squadslightly east so the commando is between it and the hoard of Scrin units thatare about to approach from the west. Detonate the tripod with the commando,then let the other vehicles fire at your commando while the missile squaddestroys them.

Next, send your engineers to the power plant to the west and capture it, thenmove north-east and capture the second power plant there. This will completebonus objective 5, and the sonic emitters will really make your life easier.Grab the missile squad in the crater east of that power plant, then send all ofyour forces south towards the markers for bonus objectives 1 and 7. Use yourmissile squads to destroy the aircraft in the area, and the Zone Troopers willjoin your command. Capture the power plant near the armory with an engineer,and you'll be able to heal your infantry units there if necessary.

Take your entire force east along the lower part of the map now and capture thepower plant next to the command post. Leave everything but your commando here,then send the commando to rescue the trapped soldiers in the houses just northof the command post. Send the soldiers down to the command post, then continuemoving east with the commando towards the GDI base. Eliminate the tripod andthe other Scrin units along the way, then send an engineer over to the powerplant when you're sure the city is clear. Use your extra engineers to capturethe abandoned silos or the Tiberium Spikes in the south-east corner.

With the GDI base operational, crank out eight or so APCs and fill them withmissile squads (put your commando in one of them), and make sure you have oneAPC with an engineer in it. Send this force to the last bonus objective markerand free the trapped snipers, then continue moving west towards the Scrin base.Use your missile APCs and the commando APC to slaughter the Scrin forces andbase defenses, then run your engineer APC in while they're distracted. Park itnorth of the main structure and dump the engineer, then capture the structureto end the mission {Alien Origins, Connections to the Tacitus}.

"Cologne is under attack by the invaders and the city is in its last throes. However, initial recon has revealed that the GDI base in Cologne was left relatively intact by the enemy after it was abandoned by the garrison force when the alien attack started. An advance team is being dispatched to determine the size and scope of the alien presence in the city and you'll be in command. Once you determine what you're up against, we'll send you an engineering team to get the GDI base up and running again. Protect the engineers until they can reach the base, then build up a strike force and drive the aliens from Cologne altogether. It's not too late to save the city."

=====================Intelligence Database=====================

GDI Eyewitness Accounts

- GDI Field Recon - the Fall of Cologne

==================Primary Objectives==================

1) Scout Alien Structure.

"GDI Intelligence has located an unknown Alien Structure to the north of the city. Investigate and confirm."

2) Protect the Engineers.

"This is the only available engineering detail south of Danzig. Keep it alive at all costs."

3) Capture the northeastern Power Plant.

"This Power Plant is the center of the GDI power grid. Capture it and restore power to the base."

4) Destroy Alien Command Center.

"We cannot establish a forward base until we have eliminated the Alien Command Center. Without direction, the Alien threat is significantly reduced."

================Bonus Objectives================

1) Capture the Reinforcement Bay.

"Capture this Reinforcement Bay in order to gain access to Juggernaut artillery."

2) Capture the northwestern Power Plant.

"This Power Plant runs the Sonic Emitter array on the west side of the city. Capture it and the array will come back online."

===========Walkthrough===========

Take your entire group north-west along the bottom side of the river. Leadwith the commando, and he'll slaughter pretty much everything (just make sureyou're ready to detonate a few tripods). When you reach the target building inthe north-west, immediately turn east and cross the bridge once you've beennotified that the first objective is complete.

Quickly move over to the reinforcements you just received and make sure theydon't get killed by any Scrin units in the area, then send everything to thepower plant marked with the yellow 3. Capture it {GDI Field Recon - the Fallof Cologne}, then repair your base. Build a war factory and a few moreharvesters, then start cranking out APCs and missile squads while you build atech center. Get the rail gun upgrade, then load your APCs with the missilesquads as you build a half dozen or so Mammoths. Capture the reinforcement baywith an engineer if you haven't already.

Insane quanitities of Scrin aircraft will start hammering your base, which isthe main reason you're going to want those APCs full of missile squads. Someof the Scrin aircraft can hit you from outside of your own range, so make sureyou stay alert and move in closer if they're attacking you from far away. Whenyour Mammoth cluster is ready, move it over the bridge with the APCs rightbehind them. When they're safely over the bridge, quickly send an engineerover there and capture the power plant to complete the second bonus objective.

All you need to do to finish the mission is destroy the command center, whichis near the top of the Scrin base. Rush at it with all of your mammoths andAPCs, and you should be able to destroy it well before they manage to destroyall of your units.

"After launching a costly but successful counterattack against the Alien invaders, the rewly-reconstituted GDI is finally in a position to push the Aliens out of Europe once and for all. The key is the invader's central base in Berne, Switzerland. The invaders have turned Berne into a brutal urban wasteland, a vast staging area for the invasion of Northern Europe. The alien encampment is spread across the ruined city and split into three sections: a heavily-defended central base to the northeast of the city and two adjacent support bases, one armor and one air, all ringed with what seems to be newly-seeded Tiberium fields. This is going to be a tough one. Destroy the main base. No survivors. This is personal."

=====================Intelligence Database=====================

GDI Eyewitness Accounts

- GDI Field Recon - the Fall of Berne

GDI Archives

- What is it like in a Red Zone?

==================Primary Objectives==================

1) Destroy the primary base Drone Platform.

"This appears to be the central coordinating base for all Alien operations in Europe. Destroy it and we'll turn the tide."

================Bonus Objectives================

1) Destroy the armor base Drone Platform.

"The Aliens have constructed an additional outlying base focused on armored units. Destroy it and their forces will be significantly weakened."

2) Destroy the Alien Signal Transmitter.

"The Aliens appear to be using this structure to summon something large and, presumably, dangerous. Destroy the Signal Transmitter before this happens."

3) Destroy the Alien Mothership.

"The Aliens have summoned what appears to be some kind of Mothership, and it's heading right for our base. It must be stopped!"

[Note: This bonus objective is only available if you failed to accomplish the second bonus objective in time.]

4) Destroy the air base Drone Platform.

"The Aliens have constructed an additional outlying base focused on aerial units. Knock it out and you'll have a much easier fight on your hands."

===========Walkthrough===========

Leave your six Predators on the north-east part of your base, then sendeverything else to the north-western edge of your base. Drop a war factoryright there, then drop some power plants near your existing ones. Get a techcenter as fast as possible, then get the rail guns upgrade and upgrade yourpower plants. The Scrin will be hitting you with aircraft and ground units bynow, so use your two groups of units to deal with them. Repair your damagedunits at the war factory if necessary.

Once you can build Mammoths, build a few and send them to the small clearingnorth of your base. Build and deploy three rigs in a triangle in this area,and your Mammoth tanks will be pretty much unstoppable. You'll need to keepyour eyes open for Tripods and aircraft, though, since they can hit you fromoutside of your range. Once you have the defensive triangle up and running,it's a good idea to build a few more harvesters, just to speed things up.

You should have tons of money thanks to the large Tiberium field surroundingyour base, so build two airfields and load them with Firehawks. Make them intoa group, then send your Mammoth pile north towards the north-west corner of themap (leave four or so of them behind to defend the triangle). There's a Scrinbase in this corner, but it's no match for a group of Mammoth tanks. Targetthe defensive towers first, then pulverize the Drone Platform and everythingelse in the area.

You'll be warned about some sort of signal transmitter in the rear of the Scrinbase. If you want to accomplish the bonus objective related to it, you'll needto immediately send your eight Firehawks north-east towards the back of theScrin base, then bomb the transmitter the instant your Firehawks can see it.Failure to destroy the transmitter within about half a minute of it beingannounced will result in you failing the second bonus objective, and the thirdbonus objective will be announced. The Mothership is nothing to worry about,though. Just retreat your entire Mammoth collection to your Rig triangle andwait for the Mothership to fly right over top of you. The Mammoths will shredit instantly. Note, however, that if you want a "perfect" mission, you need todestroy the transmitter before the Mothership can be summoned (which results inthe Mothership bonus objective never becoming available).

Anyway, repair your Mammoth cluster if necessary, then make an assault on theScrin base in the south-east corner of the map. It's pretty much the same asthe other one was, so just move in, target the defenses, then destroy the DronePlatform {GDI Field Recon - the Fall of Berne} followed by everything else.

Move directly north along the eastern edge of the map after that and make yourfinal assault on the main Scrin base. Things can get pretty ugly near theDrone Platform, though, so you'll want to make sure your Mammoths are in goodshape before you attack. Sometimes the computer leaves a huge pile of aircraftright above the thing, and they'll fry the crap out of you in no time alongwith the base defenses and Tripods in the area. Focus on destroying the DronePlatform {What is it like in a Red Zone?}, since that's all you need to do tofinish the mission.

"It's time to take the fight into the Red Zones and destroy the giant towers under construction by the invaders. Central Command isn't keen on waiting around to find out what those things are actually going to be used for... the answer is sure to be one that we won't like. You're the test case; you're going to take down the tower near Rome. You will deploy into the Italian Red Zone and set up shop behind a large Tiberium chasm that is not connected to the main landmass. While this provides a natural defense, you'll have to utilize jump jets, call-for-transport, and aerial units to move across the chasm and create expansion bases. Scanners indicate several spatial anomalies in the area and Alien entities are flooding into the region at an alarming rate. To make things worse, Nod has set up camp in the northwest. Given Nod's erratic behavior since the arrival of the invaders, you should be prepared for anything. The situation is crazy and getting more so by the minute."

=====================Intelligence Database=====================

GDI InOps

- Alien Mastermind - Alien Rift Generator

GDI Archives

- Red Zone Terrain: Tiberium Chasms

==================Primary Objectives==================

1) Destroy Three Alien Phase Generators.

"Three Alien Phase Generators are protecting the Alien Tower. Destroy them to make the tower vulnerable."

2) Destroy the Alien Tower.

"The Alien tower is surrounded by Storm Columns which will complicate a direct assault. Once the Phase Generators are down, utilizing the Ion Cannon may be your best bet to destroy it."

================Bonus Objectives================

1) Destroy the Alien Masterminds teleporting the forces.

"The Alien Mastermind appears to be teleporting attack forces across the Tiberium Chasm. Locate and eliminate the Mastermind to stop the attacks."

2) Prevent Aliens From Using Rift Generator.

"The Aliens are preparing to use their super weapon. Destroy the weapon before they are able to use it on your base."

===========Walkthrough===========

Build a refinery as soon as you can, and send your Zone Troopers to the rightside of your base to fend off Scrin attacks. {Red Zone Terrain: TiberiumChasms} Place the refinery between the two Tiberium fields on the left side ofyour base, then build a power plant and a war factory while you're building asurveyor. Get a second power plant and a command center (and anotherharvester), then build a tech center (and upgrade your power plants as soon asthe tech center's done). Finally, build an airfield, place it, and startbuilding a second war factory (and the rail guns upgrade if you have themoney).

Jump jet your Zone Troopers over the cliff east of your base. You'll land inthe middle of some Scrin forces, so target the vehicles and then the nearbystructures. Your immediate concern is the small Scrin commando unit called theMastermind (it should be marked with a green bonus objective box, but it mightnot be if you've been working really fast). The Mastermind has a fewinteresting tricks that'll make it a little difficult to kill, so shred some ofthe other nearby buildings with your Zone Troopers while you're waiting for achance to finish the Mastermind {Alien Mastermind}.

Meanwhile, airlift your surveyor over the cliff and deploy it near the blueTiberium field, then drop the second war factory nearby as soon as you can.Start cranking out Mammoths and a few APCs, and deploy a Rig nearby if you'dlike. You'll want some anti-aircraft defenses on the northern part of yourinitial base, too - I suggest a Rig surrounded by some APCs with missile squadsin them.

You'll be given a second bonus objective related to a nearby Rift Generator.Move some Mammoths to the east of your secondary base and crush the Generator{Alien Rift Generator} along with everything else in the area, but be preparedto deal with some Scrin units as well as some Nod forces in the process.Retreat for repairs if necessary, then gather your forces together again andhead east.

Since there's plenty of Tiberium on this map for you to collect, cranking out aridiculous Mammoth/APC pile shouldn't be hard at all. The Scrin will starthitting you with aircraft eventually, but they won't really be able to sendenough to do much damage. Move your group through the map and crush everythingyou see, including the three phase generators. Worm holes will form in frontof some of the generators, so be prepared to slaughter whatever comes out ofthem. If you haven't build an ion cannon yet, make sure you do.

When you've cleared the map, use the ion cannon on the tower in the farnorth-eastern part of the map, and the mission will be complete.

"Right at the heart of Ground Zero is a unique alien structure that GDI scientists are calling the Control Node. It appears to be channeling Tiberium radiation to the alien forces all over the planet. If you can destroy the Control Node, there is a good chance that all of the alien units will cease functioning and the invasion may be stopped dead in its tracks. Yet again, Nod forces have arrived ahead of us and they appear to have engaged the aliens. The two sides are currently fighting over a central hill near Ground Zero and will likely use this location to stage attacks or construct super weapons. You'll have to improvise. Try capturing enemy structures for your own use. Wipe out the Nod and alien forces that get in your way. Also, be advised that we have intel on an unidentified alien entity en route towards the Control Node."

=====================Intelligence Database=====================

GDI InOps

- Alien Control Node

GDI News Wire

- Alien Tower Destroyed!

==================Primary Objectives==================

1) Destroy the Alien Control Node.

"General Granger believes the alien Control Node is channeling Tiberium radiation to the entire alien force. Destroy it and the aliens will be defeated once and for all. Expect heavy resistance."

2) Defeat the Nod Forces.

"Nod is in the area and poses a threat to our operations against the alien Control Node. Eliminate their base to the north."

================Bonus Objectives================

1) Capture an Enemy Superweapon.

"The aliens and Nod are vying for a position along the chasm. They will likely use this strategic location to construct superweapons. Capture an enemy Rift Generator or Temple of Nod."

2) Divert the Alien Mothership to the Nod base.

"An Alien Mothership has been summoned to the battle and is headed towards our base. You may temporarily divert the Mothership to Nod's base by taking out the disruption towers in front of their base. Whether or not you divert the mothership, eventually you will need to destroy it."

===========Walkthrough===========

Build two power plants as you're building a refinery, then build a war factory,two more harvesters, a command center, a tech center, and a barracks. Yourfirst priority will be capturing the Rift Generator west of your base. Withall the Tiberium around your starting position, you should have no trouble atall getting enough funds to produce a huge Mammoth army, so once you have fiveof them and an engineer, make an assault on the Scrin position and capture theRift Generator. Deploy a Rig in the gap between your base and the Generator,then park your Mammoths there to defend against possible assaults.

Meanwhile, you'll be told about a Mothership that needs to be diverted. You'veprobably already got several more Mammoths built in your base (especially ifyou built a second war factory), so go ahead and send some of them up theeastern side of the map and destroy the two Nod towers marked in green toaccomplish the second bonus objective. The Mothership will probably bedestroyed by Nod when it gets diverted, but if not, don't worry - it won't bemuch of a match for your Mammoths.

Your next immediate priority is the Temple of Nod in the central part of themap. Move your entire Mammoth column up there (except for the few defendingthe gap west of your base) and crush the Temple, then immediately move up tothe Nod base and wipe it off the map, regardless of how many losses you take.The Scrin will build a new Rift Generator eventually, and you'll want to haveplenty of time to send your surviving Mammoths back to your base for repairsbefore you make the final assault on the Generator and the Control Node.

There's not much left on the map that can really pose a threat to a huge groupof Mammoths, so just force your way through the tiny paths and crush everythingin your way. Destroy the second Rift Generator if necessary, then approach theControl Node {Alien Control Node} from the path to the south of it. This is ahorrible place to have to attack from, but as long as you keep your Mammoths ina tight line, you'll be able to force your way to the Control Node fairlyeasily. Destroy it (either with your tanks or with the liquid Tiberium bomb,whichever you'd prefer) to end the mission.

"You will be taking an elite team of Nod's best soldiers into Goddard Space Center to stage a lightning strike on the ground control systems for GDI's anti-missile defense systems. With the A-SAT systems offline, GDI assets in Earth orbit will be vulnerable to a missile attack. Your raid will start with the base Command Post: Capture it to disable their communications. That will give you a 20 minute window to destroy the A-SAT control systems."

=====================Intelligence Database=====================

Kane's Arsenal

- Fanatics - Saboteur - Militants and Rocket Troopers

Nod Archives

- The Brotherhood of Nod - Nod's place in the world - Ground Control for GDI's A-SAT Systems

==================Primary Objectives==================

1) Destroy the wall.

"Use the Fanatics' attack to destroy the wall and allow passage for the Saboteur."

2) Capture the GDI Command Post. Do Not Destroy It!

"The GDI Command Post must be captured to prevent a GDI distress call. Capture it with the Saboteur."

3) Destroy the secondary Power Plants.

"These structures provide power for the GDI Watchtowers. Destroy them to power-down the Watchtowers."

4) Destroy the primary Power Plants.

"These structures provide power for the GDI Watchtowers. Destroy them to power-down the Watchtowers."

5) Destroy the Ground Control for GDI's A-SAT System.

"GDI's A-SAT defenses are controlled by this building. It must be destroyed to begin the Third Tiberium War."

================Bonus Objectives================

1) Use these Shadows to destroy the final Power Plant.

"Nod Shadow Teams are excellent at infiltration, using their hang glider ability to get past obstacles and their Plant Explosives ability to destroy structures."

2) Capture the Reinforcement Bay.

"Capturing the Reinforcement Bay will give you access to additional reinforcements."

===========Walkthrough===========

Use your fanatics to destroy the section of wall that's marked in yellow {TheBrotherhood of Nod} {Fanatics}, then send your Saboteur through the gap in thewall {Saboteur} and capture the command post. Reinforcements will be droppedin {Militants and Rocket Troopers}, so gather them into a group and movethrough the compound to the two power plants (destroy the barracks on the way).

Grab the veterancy crate near the power plants, then destroy them {Nod's placein the world}. Move north towards the second group of power plants. There'rea few Pitbulls in the area, so destroy them (and the war factory), then destroythe power plants. The final objective will be given {Ground Control for GDI'sA-SAT Systems}, and you'll receive another Saboteur and a Shadow Team by thecommand post.

Move your group over to the reinforcement bay on the right side of the map anddestroy the barracks there, then use your new Saboteur to capture thereinforcement bay. Add the new reinforcements to your group, then move yourmen into the area around the A-SAT control center. Destroy the Pitbulls in thearea, then use your Shadow Team's glider ability to glide and land above thepower plant near the control center. Use the Shadow Team's detonation abilityto destroy the final power plant, then destroy the A-SAT control center withyour forces (the Shadow Team can speed this process up if you use thedetonation ability again when it's recharged).

"An attack on the White House will simultaneously deal a terrible blow to GDI morale and serve as a distraction from more important targets. We've infiltrated a strike team into downtown DC and they are standing by for your orders. Take command of your force and proceed with your mission."

=====================Intelligence Database=====================

Nod Field Intelligence

- Tiberium Spikes

Kane's Arsenal

- Hand of Nod - Nod War Factory

==================Primary Objectives==================

1) Destroy the GDI Logistics Center.

"Assemble a force and destroy the GDI Logistics Center just north of your position. This should cause GDI to respond with forces that are currently guarding the Pentagon, leaving it open for attack."

2) Destroy the remaining GDI forces guarding the White House.

"GDI has setup a small base in front of the White House. Destroy their production structures and Command Post and take the White House for the Brotherhood of Nod!"

================Bonus Objectives================

1) Capture two Tiberium Silos to fund this mission.

"The Tiberium Silos in the area should fund our fight here. Capture them with your Saboteurs."

2) Capture two Tiberium Spikes to fund this mission.

"Supplies are limited for this mission. Capture two Tiberium Spikes to bolster your funds."

3) Destroy 5 Ox Transports.

"Make sure those Ox transports don't reach their landing zone destinations. Use your Attack Bikes and Militant Rocket Squads to bring them crashing to the ground!"

===========Walkthrough===========

Start cranking out bikes and buggies {Hand of Nod} {War Factory}, and also getsome more Saboteurs so you can capture the two Tiberium Spikes {TiberiumSpikes} and the two silos. The GDI force in the area is very weak for thefirst part of the mission, so just take your buggies and bikes north anddestroy the barracks near the GDI Logistics Center once you've captured thespikes and silos.

The map will enlargen once you destroy the Logistics Center, and you'll bewarned about GDI transports that'll be coming in soon. Continue adding bikesand buggies to your pile, and quickly move your group to intercept each clusterof GDI reinforcements before they can land. Once you've destroyed five tocomplete the bonus objective, make an assault on the GDI base in front of theWhite House.

Your first target should be any Pitbulls or missile squads in the area, thentake out the watchtowers and any other threats. Destroy the war factory, thenboth barracks, then finish off the rest of the base to end the mission.

"Our Theatre Command Cell has ordered a coordinated attack on all GDI air bases in this region to take out GDI's air support. Your target is Andrews Air Force Base in Washington DC. You'll take command of a strike force near the base entrance. Start by clearing any GDI troops in the surrounding area, establish an outpost, and then infiltrate the base itself. Once you're inside the base, job one is to destroy the airfields used by Orca ground attack aircraft. Your very presence inside the base will also shut down GDI's use of military airlift capability."

=====================Intelligence Database=====================

Nod Field Intelligence

- Nod Tactical Doctrine

Kane's Arsenal

- Shadow Team

==================Primary Objectives==================

1) Destroy the two Airfields at the rear of the Air base.

"GDI is providing air support to the rest of the Eastern Seaboard from this air base. Eliminate these two Airfields to cripple their ability to respond to our attacks."

2) Eliminate the GDI Patrols and destroy the GDI Outpost.

"In order to build a base at this location, you must clear out all GDI patrols and buildings. There is a Fuel Depot in the outpost, if you blow it up the entire outpost will go up in flames."

3) Disable the GDI defenses.

"There is a Power Plant situated on top of the cliff powering those defensive turrets. Your Shadows can use their hang gliders to reach it. Destroy the Power Plant."

4) Destroy the Control Tower.

"In addition to hampering GDI's ability to coordinate air attacks, eliminating the Control Tower will also clear the way for Attack Bike reinforcements."

================Bonus Objectives================

1) Capture two Tiberium Spikes to fund this mission.

"Supplies are limited for this mission. Capture two Tiberium Spikes to bolster your funds."

===========Walkthrough===========

Gather your troops together and move west towards the GDI outpost {Nod TacticalDoctrine}. Take care of the units in the area, then attack the spherical fuelstorage unit to destroy the entire base instantly. Reinforcements will arrive,and they'll automatically deploy into a base for you. Build ten or so buggiesfrom the war factory, then send one of them north with the Saboteur and capturethe Tiberium Spike. Approach the ridge with the buggy until one of the GDIbase defenses fires at you, and you'll be given a new objective.

Two Shadow Teams will drop in your base {Shadow Team}. Move them to the westside of the ridge where the power plant is and send them up to it with theirglider ability. Destroy the power plant, then quickly move them through thebase to the large control tower in the middle. Destroy it, then retreat if youcan. Some bikes will be dropped where the tower used to be - immediatelyretreat them to your base for repairs, and build another ten or so of themfrom your war factory (they'll be available for production now even though theyweren't earlier).

All that's left to do is destroy the two airfields and capture the secondTiberium Spike. Move your buggies and bikes into the base and crush everythingyou see, especially the war factory near the top and the barracks structures.When the route is clear, send another Saboteur to the second Tiberium Spike tocomplete the bonus objective, then use your forces to destroy the two airfields(capturing them won't end the mission, you actually have to destroy them).

"You're going to seize the largest naval base in North America and destroy one of GDI's Aircraft Carriers in the process. With the Brotherhood in control of Hampton Roads, we can start bringing in supplies and reinforcements in bulk to feed our growing offensive in this Blue Zone. The plan for this operation is a masterstroke. A Commando has been smuggled into the port via cargo container. Use this elite troop to take out a GDI Aircraft Carrier at its dock. Once the carrier is out of the equation, we'll send in some forces to help you take the rest of the port. One final note: we also smuggled in a Saboteur but lost contact with him a few hours ago. If you can find him, put his talents to use."

=====================Intelligence Database=====================

Kane's Arsenal

- Venom Patrol Craft

==================Primary Objectives==================

1) Destroy the GDI Aircraft Carrier.

"With Langley under attack, the GDS Pathe is the sole provider of air defense for GDI on the eastern seaboard. Destroying it will ensure Nod air superiority and enable The Brotherhood to reinforce by air."

2) Destroy the GDI Port Authority Building.

"The Port Authority building gives GDI command over this naval port. Destroy it to end GDI's control of the port."

================Bonus Objectives================

1) Find the lost Saboteur.

"We have lost contact with a Saboteur that we infiltrated into the port. All we know is that he was hiding in a shipping container, probably stamped with the GDI logo."

Just like the GDI Commando in the Hampton Roads mission, the Nod Commando ismore or less invisible against infantry, especially once it reaches the highestveterancy level. Send her north along the path and slaughter the GDI infantryalong the way. Keep your eyes out for the flashing yellow crates - walk overthem with the commando, and you'll get healed or gain a veterancy level. Thereare two veterancy crates between your intitial starting position and thecarrier, which will make the rest of the mission a breeze.

Continue slaughtering everything on your way to the carrier (make use of theexplosive red barrels next to the Predator and the APC - shoot them, and theresulting explosion will destroy the vehicles). A GDI commando will try tostop you from reaching the carrier, but he's no match for your fully leveledcommando. Detonate the carrier to accomplish the first objective.

Reinforcements will arrive, including four Venom aircraft {Venom Patrol Craft}.These have the ability to see stealth units, which will come in very handy inthe immediate future. Leave the commando to defend the fanatics, then send theVenoms south towards the Saboteur's location. Kill any sniper teams you see,and detonate the barrels next to the vehicles to eliminate them. Onceeverything's clear, the Saboteur should come out and join you.

Continue sweeping the area with the Venoms and take care of any snipers youfind. Destroy garissoned buildings while you're at it, and slaughter thestream of infantry coming from the barracks and the GDI base. Destroy thebarracks and power plants too, if possible, and try to take care of any missilesquads as fast as you can to keep your Venoms intact. With a constant flow ofGDI infantry in the area, it shouldn't take long for you to level all of themall the way up. That will make taking out the line of Pitbulls and Predatorssouth of the command post very easy, but if you'd prefer, you can just sendyour fanatics down there to take care of them.

Once you've wiped out the vehicles in the area, get your Saboteur into thecommand post to accomplish the second bonus objective, then send the commandointo the main base and detonate the port authority building (or use yourfanatics if you'd prefer).

"With GDI forces on the ropes and a flood of reinforcements pouring into our new base at Hampton Roads, the Brotherhood is now poised to take Washington DC. You have been given the honor of striking this blow. We've set up a base on the outskirts of the city and we're now bringing in supplies. You'll need to build an army, take out the GDI defenders, and claim this city for Nod."

=====================Intelligence Database=====================

Nod Field Intelligence

- Refinery and Harvesting Operations

Kane's Arsenal

- Flame Weapons - Base Defenses

==================Primary Objectives==================

1) Destroy the primary GDI base.

"The main GDI base is to the northeast. It seems to contain GDI's main vehicle production facilities. Destroy it and you will cripple their ability to produce vehicles."

================Bonus Objectives================

1) Build a Shredder Turret base defense.

"GDI presence in the city is massive. We'll need to build some base defenses to ensure our base is not over run. Shredder Turrets are strong against infantry."

2) Build a Laser Turret base defense.

"GDI presence in the city is massive. We'll need to build some base defenses to ensure our base is not over run. Laser Turrets are strong against vehicles."

3) Capture the Subway Hub.

"Use a Saboteur to capture the Subway hub. The Subway allows infantry to move quickly around the city."

4) Destroy the Tiberium Silos.

"Spread Tiberium through the city by destroying those Tiberium Silos!"

===========Walkthrough===========

Build a war factory {Refinery and Harvesting Operations} {Flame Weapons} andplace it in the upper right corner of your base, then build a power plant nextto it {Base Defenses}. Use your Black Hands to torch the garissoned structureabove your base, then build a Shredder Turret and a Laser Turret in theintersection there to accomplish the first two bonus objectives.

Flame Tanks are good for clearing out garissoned buildings, but since you canget a bike and a buggy for the same amount as a single Flame Tank, I suggestyou spam bikes and buggies for this mission instead of bothering with FlameTanks (two bikes for each bike is probably a good idea, too). Get a good-sizedgroup of them and head into the city, tearing apart garissoned buildings andanything else you encounter along the way.

Move due north from your base, and you'll be told to capture the subway (and todestroy the Tiberium silos once you move a little more north). Clear the GDIunits from around the subway hub, then send a Saboteur up ther and capture it.Continue moving your main force north and destroy the Tiberium silo there (andraid the crates from the raised platform). Send something from your base overto the Tiberium silos east of your base to take care of it.

Continue building bikes and buggies if necessary, but keep moving your mainforce through the city to take care of the rest of the Tiberium silos. Movepast the defenses and wipe out the main GDI base buildings to end the mission.

"The Brotherhood had two secret labs working on next-generation Tiberium weapons reasearch. The main lab in North Africa was recently captured by GDI. The remaining lab is located in Brazil, in a stretch of desolate terrain called the Amazon Desert. GDI has two forward bases and a large army in the region and they are mounting attacks on the small defensive force we have deployed around the lab. You need to defend the lab against GDI forces until you can build up an army of your own. Then take the fight to GDI and knock out their bases. The lab facility must be kept intact at all costs."

=====================Intelligence Database=====================

Nod Field Intelligence

- Calling for Transport

Kane's Arsenal

- Disruption Tower

==================Primary Objectives==================

1) Protect the Nod Lab.

"The research being conducted at this lab is vital to the war effort. Protect the lab facility until you can build up a force large enough to counter-attack and destroy GDI's local base of operations."

2) Eliminate the GDI Expansion Base to the north.

"Destroying this base will further prove your usefulness to Nod. You will be rewarded with reinforcements and new tech."

3) Destroy the GDI Construction Yard, Command Post, and Refinery.

"This base is threatening the lab. Cripple it by destroying these key structures. This will buy us enough time to move critical weapon components from the lab to a safer location."

================Bonus Objectives================

1) Capture the Reinforcement Bay.

"Capturing the Reinforcement Bay will give you access to additional reinforcements."

===========Walkthrough===========

Gather all of your starting forces {Disruption Tower} and pile them above thenorth entrance of your base. Repair all of your structures and stick yourrocket soldiers into the civilian building on the east side of the entrance.GDI forces will try to assault your position constantly for the first fewminutes of the mission, so use your units to beat them back. Build morebuggies and bikes from your war factory until you're given the ability to buildScorpions, then build them with a few buggies.

Once you're told to wipe out the GDI expansion base, send your column north andcrush the place, then return your group back to your war factory and repair anydamaged units. While you're doing that, build an Air Tower {Calling forTransport}. It won't be of much use to you, but you need it to get the intelentry.

Once your battle group is repaired, move it east over the bridge and clear outthe town there. Gather the crates around the town, then sit your group in thepath leading north to the GDI base. Send a Saboteur to the reinforcement bay,then assault the GDI base while the Saboteur is moving. Make sure you let himcapture the reinforcement bay before you destroy the main GDI buildings, oryou won't complete the bonus objective.

"The Tiberium weapon components from the Amazon Desert lab must be airlifted to Temple Prime immediately. Unfortunately, GDI is using massive artillery emplacements near the coast to block the evacuation routes to our landing zones. Your job is to take out these big guns as quickly as possible. We've established a forward base near the first emplacement and our forces are awaiting your command. Two Vertigo stealth bombers have been assigned to you to help complete this mission."

=====================Intelligence Database=====================

Nod Field Intelligence

- The Guns of the Amazon

Kane's Arsenal

- Vertigo Bomber - Stealth Tank

==================Primary Objectives==================

1) Destroy the GDI Artillery Emplacement.

"This Artillery Emplacement just north of your position is one of three emplacements threatening our escape route. Use your Vertigo Bombers to fly in and destroy it."

2) Destroy the GDI Artillery Emplacement to the east.

"This Artillery Emplacement to the southeast of your current position threatens our evacuation routes. Recon reports that the defenses are mainly anti-vehicle, but watch out for additional anti-air after the destruction of the first emplacement."

3) Destroy the GDI Artillery Emplacement in the northeast.

"The last Artillery Emplacement is to the northeast. Recon reports show that they've called in Firehawk support to cover the air, along with Orcas and additional Pitbulls in an attempt to thwart our stealth capabilities."

================Bonus Objectives================

1) Destroy the GDI Construction Yard.

"Destroy the Construction Yard centered in this GDI Base in order to temporarily disrupt their operations."

2) Destroy the Rig before it can reach the Artillery Emplacement.

"GDI is attempting to bolster the defenses of the Artillery Emplacement to the northeast with a Battle Base. Destroy the Rig before it can reach its destination."

===========Walkthrough===========

If you'd like to finish this mission as fast as possible, build a secondharvester and crank out a huge army of Scorpions and buggies before you botherdestroying the first artillery emplacement {Vertigo Bomber} {The Guns of theAmazon}. The computer won't really do anything to you until you destroy thatfirst emplacement, and you'll be able to make short work of the rest of the GDIforces if you prepare a good sized force before taking it out.

When you're ready, fly your Vertigo bombers to the tower and destroy it. Kanewill send you some Stealth Tanks via air transport {Stealth Tank}, and you'llbe able to build more from your war factory now. Do so, then send your combatgroup out of your base and find the GDI base to the north-east. Smash your wayin and destroy the construction yard and everything else, then move south andfight your way to the artillery emplacement there.

At some point, you'll be warned about a Rig moving to reinforce the GDIdefenses. If you have ground forces close to it at the time, just move themover there and destroy it. If not, wait until it gets about half way to thenorthern emplacement, then fly your Vertigo bombers over there and destroy itto accomplish the second bonus objective.

All that's left to do is destroy the third artillery emplacement. Repair yourmain group if necessary, and add some more units if you need them. Once you'reready, move to the north-eastern corner and demolish the GDI defenses, thendestroy the last artillery emplacement to finish the mission.

"GDI's raid on our primary North African weapons lab continues to make life difficult for us. The transport carrying the weapon components from the backup lab in Brazil has been shot down in Slovenia. Nod troops recovered the components and were about to take them to a nearby Nod base when they were attacked by GDI. Now it's up to you. Use an elite Commando to infiltrate the area, find the crash site, and secure the weapon components. We'll fly in some reinforcements at that point. Then escort the transport to the base and restore the facility to working order. GDI has a large force in the area, so you're going to get hit hard. You need to hold out until we can get you heavy armor that you can use to break through the GDI cordon and escort the weapon components to Temple Prime."

=====================Intelligence Database=====================

Kane's Arsenal

- Obelisk of Light - Avatar

==================Primary Objectives==================

1) Investigate the Crash Site.

"A plane carrying the Liquid Tiberium device to Temple Prime has been shot down by GDI forces. Investigate the crash site and secure the device."

2) Escort the device into the Nod Encampment.

"There is an abandoned Nod outpost to the northwest. Escort the device into it."

3) Protect the device until the Avatars arrive.

"Kane has diverted Avatars from Kilian's operation to our own. Protect the device until they arrive."

4) Move the device to the evacuation point.

"We must move the device to the main road in order to evacuate it. Take the device through the GDI encampment on the northern path."

================Bonus Objectives================

1) Destroy the Anti-Air Guns to Obtain Reinforcements.

"GDI anti-air defenses are preventing us from landing our ground support to gain additional forces. Each pair of anti-air defenses destroyed will bring in additional reinforcements."

2) Build and maintain three Obelisks of Light.

"The Obelisk of Light is the ultimate Nod base defense. Construct and maintain three of them to defend your base."

Use your commando to take out the infantry in the area, then walk to the top ofthe small raised area nearby. Detonate the barrels to make quick work of someof the troops, but resist the urge to destroy all of the barrels - you'll wantto keep one on the northern path to take care of an APC that's going to comedown that path soon. If you can use the barrels to destroy it, use the tworocket squads you'll get when you destroy the first two anti-aircraft guns.

Keep your eyes peeled for the crates that're sitting all over the place. Youcan use some of them to heal your commando if necessary, and more importantly,you can level your commando up with some of them. There're also some withmoney in them, four of which will require you to use your Shadow Teams to glideover some mountains in the south.

When you finally make it all the way to the west side and find the liquidTiberium transport, you'll receive more reinforcements. Send them slightly tothe east and take out the GDI transports before they can land reinforcements.Send all of your forces to the Nod base now, and make sure you take advantageof the money crates in the cliffs near the base (use your Shadow Teams to glideto them). When the liquid Tiberium transport reaches the base, you'll gaincontrol of the buildings. Quickly build another harvester and repair all ofyour structures, then start building some Scorpions and some buggies. GDIforces will be pouring in from the east, west, and northern paths very shortlyafter you take control of the base, and you'll need to defend yourself.

Upgrade all of your power plants, then start building Obelisks with both ofyour production queues. Use your units to defend the western entrance to yourbase, then place both Obelisks above the northern entrance of your base. Buildtwo more as soon as you place the first two, and place one on the west entranceof your base and one on the northern entrance {Obelisk of Light}. Keep theserepaired, and they'll make the mission much easier.

Meanwhile, wait for your Avatar reinforcements to arrive, then send them withthe rest of your vehicles to the GDI base north-east of your base. Crush it,then wait for the warning about an unidentified force approaching from here.It's a group of Juggernauts, and you'll be much better off if you destroy themhere instead of waiting for them to come to your base.

You can build more Avatars at your base now, so go ahead and build a few. Toaccomplish the remaining bonus objective, use an Avatar's special ability tograb a Fame Tank, Attack Bike, or a Stealth Tank (build one of them if youdon't already have one) {Avatar}. You can go crush the north-western GDI basenow if you'd like, but it's not really necessary. Instead, send your forcesnorth and wipe out the main GDI base blocking the road. When everything'sclear, send the liquid Tiberium transport up there to finish the mission.

"Job one is to escort the weapon components from Brazil to Temple Prime so Kane can finish his work on the Liquid Tiberium device. This mission will be tricky because GDI has a large force in the area preparing for an assault on the temple. Your route back runs right through a massive GDI forward base. You can't take on GDI directly with the small escort force, so you'll have to think of something clever. Once the weapon transport has reached the temple, you can focus your efforts on defending Temple Prime, building up an army, and then clearing GDI out of our most sacred site. Also, be advised that a Nod force from Kilian's detachment is being airlifted out of Australia in spite of their dire situation there. They might be headed for Sarajevo; if so, maybe they can help you out."

=====================Intelligence Database=====================

Kane's Arsenal

- Beam Cannon

Nod Field Intelligence

- Intercepted Transmission

==================Primary Objectives==================

1) Escort the transport truck back to Temple Prime.

"It is vital that the transport truck be protected at all costs. It contains the Liquid Tiberium device which is the key to ultimate victory in the war."

2) Eliminate the GDI blockade by destroying all GDI forces.

"Cleanse our sacred lands of the GDI infestation."

3) We've been betrayed! Destroy the forces of the traitors!

"These are Nod forces that threaten us. How can brother fight brother? The righteous must provail. Destroy the traitors!"

Quickly move your fanatics all the way against the left side of the map andmake them into a group, then make the two Scorpions and the Avatar into a group(and everything else, including the Liquid Tiberium transport, into a thirdgroup). To keep the transport from getting damaged (the bonus objective), movethe fanatics north until you see the gun by the barracks in the corner of theGDI base, then have them rush it while your tanks and Avatar finish it off ifnecessary. Immediately move your third group (the one with the transport)north along the edge of the screen while your tanks and Avatar deal with thebarracks and anything else that gets in the way.

As soon as the Liquid Tiberium transport gets past the GDI base, stop attackingthe base and concentrate on moving through the open middle area towards TemplePrime. I suggest you move along the top of the map, since it tends to besafer. There will probably be some GDI infantry up there fighting the Templetroops, so make sure you deal with them before the transport gets too close.Continue moving the transport and the rest of your forces towards the top-rightcorner of the Temple base to complete the first objective (and the bonusobjective {Intercepted Transmission}).

GDI forces will start hitting your base immediately, so quickyly move all ofyour forces towards the main entrance of your base (near the southern warfactory). Start building a tech lab while you build two more harvesters, thenstart cranking out Avatars and stealth tanks from both of your war factories.Set the upper factory's rally point near the lower factory to save yourselfsome time, then focus on defending the entrance of your base (and keeping yourforces repaired). Continue cranking out Avatars and stealth tanks until your"reinforcements" arrive {Beam Cannon}.

If you've been building at full speed the entire time, you should have morethan enough Avatars and stealth tanks to crush the upper-left base right away,so go ahead and do so. It's best to eliminate that one first simply becauseyou can save yourself the trouble of defending that side of your base. Thesouthern base will attack in the same place as before, so as long as you leavea few units behind (and keep building more stuff), you shouldn't have thatproblem.

When you're done with the upper-left base, return to your war factory andrepair your damaged units, then assault the southern base from the lower-rightcorner of the map. There's nothing altogether too special down there, so itshouldn't be too hard to demolish the base and finish the mission.

"GDI is moving nuclear warheads from one of their bases on the edge of the Australian Red Zone. If we can intercept the convoy, destroy the escorts, and capture the warheads, then we can make the Brotherhood of Nod into a nuclear power once again. You need to recover at least one transport but more is better. Once you've secured the warheads, the Brotherhood will dispatch a Carryall evacuation team. Be aware that the warheads are highly volatile and may explode if fired upon. Tread carefully."

"Destroy each Nuke Transport Truck's escort. With its escorts eliminated, the Nuke Transport will switch to your control. At least one Nuke Transport Truck must survive."

2) Escort convoys to the evacuation point.

"The evacuation zone has been marked with flares. Escort each captured truck to this zone. Once all surviving Nuke Transport Trucks have arrived at the evacuation zone, our Carryalls will transport them from the battlefield."

"This towering mass of Tiberium is structurally unsound. Firing at the tower will cause it to crumble, blocking the convoy's escape route."

2) Capture GDI Research Facility.

"If we can get a Saboteur inside this research facility, we can form a tactical assessment of the Australian theatre of war."

===========Walkthrough===========

You'll want to split your forces into three groups: the two Venoms should beone, the two Saboteurs should be one, and all of your ground vehicles shouldbe the third {Black Hand Interrogation Report}. Immediately send your Venomsall the way east, then send the Saboteurs and the ground vehicles south-west tothe area beneath and between the two hill things (each hill has a sonicemitter above it, which you'll definitely want to avoid).

When your Venoms reach the far eastern edge of the map, send them slightlynorth and destroy the Tiberium Tower to finish the first bonus objective.Quickly retreat them before the GDI forces near the tower can destroy them.Send them west to join your other forces.

GDI Pitbulls will be on patrol, and your ground vehicles will probably beunder attack by a few of them when your Venoms make it back. Use your tanks todestroy the Pitbulls and any Orcas that happen to be in the area, then moveyour ground group north towards the road (but keep them out of range of the twosonic emitters) while you send the Venoms and the Saboteurs west towards theridge.

The first two GDI convoys will come right through the area where your groundvehicles are waiting, so take out the escorts and send the transports east.Move your forces north to cut off the third GDI convoy, which should be movingeast slowly along the top of the map. Meanwhile, use your Venoms to destroythe watchtower at the entrance of the GDI base (watch out for the anti-aircraftguns), then use the engineers to capture the research facility {Australia-NewZealand Theatre Assessment}.

You'll be told to retreat the nuclear transports to the evacuation point, sosend your Venoms and your ground forces to the evacuation point along with allthree transports as soon as possible. When the invasion begins, you'll be toldto defend the evacuation point until the Carryalls arrive {An Invasion Globalin Scope}. Use the war factory to crank out a few more stealth tanks, then useyour forces to beat back the Scrin assault on the north side of the evacuationpoint. Keep the transports on the south side of the war factory for safekeeping, and try to keep your vehicles as close to the war factory as possibleso they can get repaired.

When the counter reaches zero, the Carryalls will arrive, which will end themission {Once Again a Nuclear Power}.

"While the nuclear warheads are secured, the Brotherhood still lacks launch codes and delivery systems. GDI has what we need in the Sydney Blue Zone, currently under heavy Alien attack. With GDI's forces under duress, Kilian has reached out to the local GDI commander and offered to 'help' in Sydney. GDI accepted. We have committed to the elimination of three key Alien structures, the Portal, Gravity Stabilizer and Gateway, giving GDI the leverage they need to turn the tide of battle. Unofficially, we need to ensure that the Gravity Stabilizer does not go down too fast; the Brotherhood's primary target is a GDI facility in Sydney, which, when captured, should provide the location of the codes and missiles. That building is within Sydney's city walls, and nothing penetrates those faster than an alien Devastator warship."

=====================Intelligence Database=====================

Nod Field Intelligence

- Cease Fire Order - Exceprt from Signal Intelligence Briefing

==================Primary Objectives==================

1) Eliminate Three Alien Targets for GDI.

"GDI needs us to disable or destroy these three targets in the main Alien base: the Signal Transmitter, Warp Sphere and the Portal."

2) Capture the GDI Lab.

"Inside the GDI Lab you'll find the release codes for our nuclear warheads and a map of where GDI is storing the warhead delivery systems."

================Bonus Objectives================

1) Capture two Tiberium Spikes.

"The Brotherhood is running short on funds. Capture both of these Tiberium Spikes and rectify the situation."

2) Destroy the Ion Control Center.

"We have received an additional objective from an unidentified source. You are ordered to destroy GDI's Ion Cannon Control Center."

===========Walkthrough===========

You'll be given a base to start with {Cease Fire Order}, but you'll want tobuild a Tiberium Chemical Plant and an air tower right away. The Scrin base tothe west is fairly well fortified, and they build an insane amount of unitsthroughout the mission, but there's a fairly easy way to destroy all three keystructures within a few seconds of each other, assuming you're willing to do alittle preparatory work first.

Place a pair of Obelisks on the west side of your base to defend yourself, andkeep some stealth tanks nearby to deal with aircraft. Meanwhile, train fiveSaboteurs and use Call for Transport to send them all the way to thenorth-east corner of the map where the GDI Lab is (make sure you hug the rightside of the map on the way up to avoid Scrin attacks). Dump three of theSaboteurs up here, then send the other two transports west along the top of themap to the two Tiberium Spikes. Capture them one at a time, and make sure youdon't waste any time with the lower one (or the nearby Scrin units will killyour Saboteur before he can make it to the Spike).

Capture the GDI Lab and the Space Command Uplink with two of the Saboteurs inthe north-east corner, but don't capture the Ion Cannon Control Center yet.Instead, sit back and concentrate on building two more air towers and fillingall three of your towers with Vertigo bombers. Continue defending your baseuntil the Scrin break through a section of the Sydney wall {Exceprt from SignalIntelligence Briefing}, then use your last Saboteur to capture the Ion CannonControl Center (if you capture it before the wall is breached, GDI willsomehow have control of it again, and the timer will be reset).

With the Ion Cannon under your control, all you need to do is sit back and waitfor the timer to count down. When it does, use it to pulverise the SignalTransmitter in the lower-left corner of the Scrin base, then sell the IonCannon Control Center to accomplish the second bonus objective. Immediatelysend your Vertigo group north, then due west towards the Warp Sphere in theupper part of the Scrin base (make sure you reveal the shroud above the Portalin the eastern part of the Scrin base on the way there). Since you can see thePortal now, you can use the Shockwave Artillery and the Tiberium Vapor Bombabilities on it from your side bar, which will destroy it.

When timed well, all three Scrin structures will be destroyed before their hugeretalliation force can even get to your base.

"With the destruction of their Ion Cannon Control Center, GDI commanders in Sydney find themselves in dire straits. The city is all but lost, with GDI central command issuing an evacuation order for civilians. You must coordinate with GDI to carry out their exodus. Defend against the alien assault and protect the Ox convoys moving the city's residents to safety, while at the same time taking steps to ensure our own survival with a large scale Tiberium harvest."

=====================Intelligence Database=====================

The Inner Circle

- KANE LIVES!

Nod Field Intelligence

- The Alliance is Off

==================Primary Objectives==================

1) Help GDI hold out against the Alliens for ten minutes.

"GDI is under heavy attack from the Aliens and the city is almost lost. Help them survive a bit longer."

1) Destroy GDI.

"We now have what we need from GDI. The alliance of convenience is terminated. Eliminate them from the area."

================Bonus Objectives================

1) Help GDI protect their Ox transports during the evacuation period.

"Assist GDI forces in evacuating as many military personnel and civilians as possible. Protect the Ox transports being used to airlift people out of the city."

2) Mine 25,000 tiberium.

"We need to establish a war chest."

1) Use Nukes on the GDI base.

"You are now authorized to use nuclear weapons. Destroy the GDI base in a bath of nuclear fire."

===========Walkthrough===========

Ignore the first main objective and the first two bonus objectives - when thetimer runs down, they'll be replaced with the other objectives, and the newones will be the only ones that matter for completionary purposes. Sit backand rake in the money while you build a force of Avatars and stealth tanks.Send a Saboteur over to the Tiberium Spike by the GDI base, capture it, and tryto keep it repaired as long as possible.

When the countdown runs out {KANE LIVES!}, you'll be told to wipe out GDI.You'll have a nuke available immediately, so go ahead and use it on the GDIairfields in the north-western part of their base {The Alliance is Off}.Fortunately, the Scrin base doesn't matter at all in this mission, so all youneed to do is march a cluster of your Avatars/stealth tanks west through theTiberium field, then assault the remaining GDI buildings marked in yellow.They're fairly defenseless, especially since their units will still be dealingwith the Scrin threat to the north.

"This is a sad day when Brother must fight Brother. Use a small force to capture the southern rebel base and then use the resources you've acquired to secure Kilian's headquarters facility on Ayers Rock. Kill anyone who gets in your way but leave Kilian alive to face Kane. Note that GDI is deploying a forward base to the east and they are none too happy about what happened in Sydney. Expect a large GDI assault shortly after the battle for Ayers Rock goes down as GDI moves in for the kill."

=====================Intelligence Database=====================

Nod Archives

- Mutant Exodus

==================Primary Objectives==================

1) Capture Kilian's southern base.

"Escort your Saboteurs into Kilian's southern base and capture the Operations Center and the Construction Yard. Do not allow your Saboteurs to die."

2) Capture or Destroy the Temple of Nod.

"Capture or destroy the Temple of Nod in front of Kilian's headquarters to gain control of her base on Ayers Rock. Do not destroy Kilian's Headquarters."

3) Prevent GDI from using the Ion Cannon.

"GDI has deployed an Ion Cannon. Eliminate the Ion Cannon Control Center before they use it on Kilian's Headquarters. If they destroy Kilian's Headquarters, our mission will be a failure."

4) Eliminate the GDI Base.

"Destroy the GDI base to the northeast of Ayers Rock. Do not let them destroy Kilian's Headquarters."

================Bonus Objectives================

1) Capture Three Tiberium Silos.

"Capture the Tiberium Silos to the north to fund your operations. Beware of Mutants."

2) Recruit Five Mutant Marauder Squads.

"Recruit Mutant Marauders from the Mutant Hovel to support your army. Capture a Mutant Hovel with Saboteurs."

===========Walkthrough===========

Move the Avatar north-west and cut off the trio of Scorpions as they try toleave the base, then destroy the defensive node at that entrance. Take theAvatar due east now and use its flamethrower to make short work of themutants defending the Mutant Hovel, then capture it with one of your Saboteurs.Send the Avatar into the Nod base from the entrance you just cleared, takingout the cluster of units you're likely to encounter on the way.

Wipe out any units you see in the base to make it safe for your Saboteurs, thensend them in and capture the two key structures. Everything else in the basewill then be under your control. Train five Mutant Marauder squads from theMutant Hovel to accomplish one of the bonus objectives {Mutant Exodus}, thensend them to the top of your base to aid in anti-aircraft defense (yeah, theycan fire at air targets just like Minigunners in Zero Hour).

Just like the last mission, air power can make this mission very fast andsimple. Quickly build another harvester and two air towers, then fill bothtowers with Vertigo bombers. Send them all to attack Kilian's Temple of Nod,which will probably take you several trips. Don't worry about replacing theones that get killed (if any actually do) - once you destroy the Temple, allremaining Nod forces on the map will be under your control.

Now that GDI's in the area, make sure you keep your eyes on Kilian'sHeadquarters to make sure it (and the defenses around it) stay repaired. Placea Temple of Nod of your own, then make use of the two air towers Kilian's basehad on the west side to get another eight Vertigo bombers (there're probablyalready quite a few on the towers anyway). The ultimate goal is to have fourair towers full of Vertigo bombers.

Use one of the barracks at the top of Kilian's base to train a Shadow Team ortwo, then send them to the Tiberium silos you need to capture for the bonusobjective. The Shadow Teams will make short work of the mutants in the area,which will allow you to train a few Saboteurs and send them in to accomplishthe bonus objective.

With both bonus objectives out of the way, it's time to take care of that peskyIon Cannon Control Center. Your sixteen Vertigo bombers should be able tohandle it, so send them all in one giant group to attack the control center.If they somehow fail to destroy it, just send another wave as soon as you can(though it's unlikely that it'll survive the first wave).

Replace your damaged bombers if necessary, then wait until your nuclear missileis ready to be launched. When it is, drop it on the GDI construction yard atthe top of their northern base. It'll almost completely destroy it, and itshould totally destroy the other two key structures. All you need to do tofinish the mission at this point is send your wave of Vertigo bombers in andfinish off the construction yard.

If you'd prefer to make a ground assault on the GDI bases, it's worth notingthat there's a pair of Tiberium Spikes in the middle of the map that you canmake use of, and it's also worth noting that there're tons of crates to becollected in the city in the south-eastern corner of the map. Send somethingdown there to wipe out the mutants, and you'll be able to collect quite a bitof money that way.

"Kane foresaw the arrival of the Visitors and knew a great weapon would be needed to help channel the invasion in a productive direction. Kane ordered a research facility at this Northern Italian location to produce the Catalyst Missile. The weapon is ready to use, however, the Visitors are behaving capriciously and are beginning an attack on the facility. Stop the Visitors from destroying the missile silo and then repair the facility. At that point you'll be able to turn the tide of battle with the new weapon."

=====================Intelligence Database=====================

Kane's Arsenal

- Catalyst Missile

==================Primary Objectives==================

1) Capture the Catalyst Launch Facility.

"Our mission is to recover Kane's secret weapon against the Alien invaders - the Catalyst Missile. Capture the Catalyst Launch Facility with a Saboteur before the Aliens destroy it."

2) Repair the Catalyst Launch Facility to full health.

"You must repair the Catalyst launch facility to full health before we can launch its missiles. Watch out for alien attacks on the facility. The Catalyst launch facility must not be destroyed."

3) Destroy three Alien Gravity Stabilizers.

"The invading alien base must be eliminated. You now have the ability to launch Catalyst Missiles against the Alien Gravity Generators."

================Bonus Objectives================

1) Capture the Reinforcement Bay.

"Stealth Tank Reinforcements are available by capturing the Reinforcement Bay."

2) Destroy all three Gravity Stabilizers without using the Catalyst Missile.

"Prove your worth to Kane - destroy all three of the Alien Gravity Stabilizers without resorting to the newly gained Catalyst Missile."

===========Walkthrough===========

Train three Saboteurs and build an air tower while you send your three bikesover to the launch facility. They'll be able to defend against the Scrin airattacks long enough for you to place your air tower and use Call for Transportto get your Saboteurs over to the launch facility. Capture the facility, thenuse another one to capture the reinforcement bay, and finally, use the thirdone to repair the launch facility. You'll gain control of the entire base atthis point {Catalyst Missile}. Resist the urge to use the catalyst missilesfor the rest of the mission if you'd like to accomplish the second bonusobjective.

You're going to get hammered hard at your original base, so quickly get a warfactory and a start building another ore refinery. Place the refinery at youreastern base, as far to the south as possible (to make use of the blue Tiberiumfield south of it). Place the war factory at your western base, then focus oncranking out SAM sites and shredder turrets along the western and northernsides of your base. Get a second air tower as soon as possible and fill bothof them full of Vertigo bombers.

Take out the western gravity stabilizer as soon as you have your bombersready, then retreat, reload, and make an assault on the north-eastern gravitystabilizer. Repair and replace any bombers if necessary, then destroy thethird stabilizer. The hardest part about this mission (if you're going to usebombers and not use the catalyst missiles) is just moving fast enough to takeout the stabilizers before the ridiculous Scrin air attacks start coming atyou full-force.

"Kane wants to gain access to the towers being constructed by the Visitors. When they are finished, these huge structures will become interstellar gateways, opening up a path to the stars for the Brotherhood. The key that unlocks our destiny takes the form of a code embedded in a crystal lattice, somewhat like the Tacitus. Your mission is to storm an Alien relay node structure in Italy to acquire one of these keys. What little information our sensors can give us indicates there is an abandoned construction facility in the area. We can't drop in any heavy equipment, so use the construction site as a base of operations to build up an attack force. Ultimately you need to get a Saboteur into that relay node and he'll do the rest. Expect heavy resistance."

=====================Intelligence Database=====================

The Inner Circle

- The Key to the Future: Part I

Nod Field Intelligence

- The Towers Begin to Fall

==================Primary Objectives==================

1) Retrieve the Mapkey from the Alien Relay Node.

"The Mapkey is stored in the alien Relay Node. Retrieve it for Kane."

================Bonus Objectives================

1) Destroy the Gravity Stabilizers on the north ridge.

"These Gravity Stabilizers are where the Visitors are bringing the majority of their air forces to the planet. Taking them out will cripple their aerial offensive."

2) Destroy the Stasis Chamber.

"The structure we're calling the Stasis Chamber seems to provide the Visitors with some sort of shielding technology. You must destroy it and deny them this advantage."

3) Capture 3 Alien Tiberium Extractors.

"Capturing the Alien Tiberium Extractors will enable us to analyze their refining process."

===========Walkthrough===========

Get a power plant and a refinery as close to the Tiberium field as possible,then build a barracks and get a Saboteur to capture the Tiberium Spike. Get awar factory when you get the chance, then build a second harvester. You won'tneed too much in the way of defenses for this mission, so focus mostly onbuilding a few Avatars and some stealth tanks (for air defense). Try to builda Temple of Nod as fast as possible, too. {The Key to the Future: Part I}

When Scrin units do finally start hitting your base (ground units from thewest/north-west, air units from the north), beat them back with your Avatarsand stealth tanks (don't forget about your Commando, either - she can come inquite handy). Try to secure every Tripod husk you can - they're a very strong(and inexpensive) addition to your Avatar and stealth tank group. Keep a smallgroup of Saboteurs handy just for that purpose (though you'll need them for afew other things later anyway). {The Towers Begin to Fall}

When your first nuclear missile is ready, use it to destroy the three GravityGenerators in the north-east corner of the map to accomplish the first bonusobjective. If the Scrin get pissed and send a wave of forces at you, defendyour base and capture a few more Tripod husks if possible. Repair your forces,then make an assault on the Scrin forces around the Tiberium Extractor directlynorth of your base. Make sure you remember not to actually attack theExtractor itself - you'll want to capture it with a Saboteur to complete partof the third bonus objective (and get quite a nice monetary boost).

Make assaults on the bases around the other two lower Tiberium Extractors atyour convenience (ignore the fourth one or capture it with the others if you'dlike). When your nuclear missile is ready again, use it to destroy the StasisChamber marked with a green 2 in the north-west corner of the map to completethe second bonus objective (make sure you don't destroy the nearby TiberiumExtractor if you still need to capture it). Capture the rest of the Extractorsonce the Scrin units and structures are cleared out of the way to accomplishthe third bonus objective.

There isn't much left in your way, so use your forces to wipe out the Scrinunits and structures around the Relay Node, then send a Saboteur into it tofinish the mission.

"GDI is advancing through the Italian Red Zone more quickly than anticipated and will soon threaten every Visitor installation in Italy. We need to slow them down. The largest danger comes from a large GDI force currently routing the Alien forces on the east bank of the Tiber. Given our small number of true believers, direct engagement is not an option. Instead, Use a Commando to lead an infiltration force comprised of Shadows and Saboteurs. Seize control of both GDI Construction Yards, then eliminate our most hated enemy with their own forces. Then capture both Alien Drone Platforms. Only then will Kane's plan be allowed to come to fruition. Destroy anyone and anything that gets in your way, GDI, Nod, or Visitor."

=====================Intelligence Database=====================

The Inner Circle

- The Towers Sacrosanct

Nod Field Intelligence

- Field Report - Alien Gravity Stabilizer

==================Primary Objectives==================

1) Capture both GDI Construction Yards.

"GDI does not regard the Brotherhood as a threat, and will not attack us until we provoke them or capture one of their Construction Yards. All captured Construction Yards must survive."

2) Capture or Destroy all GDI Barracks, War Factories and Airfields.

"The more of these we claim or destroy, the weaker GDI will be. We will need their captured forces to achieve victory."

3) Capture both Alien Drone Platforms.

"The aliens do not appear to regard the Brotherhood as a threat. They will not attack us until we provoke them or capture one of their Drone Platforms. All captured Drone Platforms must survive."

"Without their production structures, the Alien war effort will collapse. Claim what you can, destroy the rest."

================Bonus Objectives================

1) Build a Mammoth Tank.

"The Mammoth Tank is the pride of GDI's land forces. With these vehicles in our hands, GDI's destruction is assured."

2) Build an Annhilator Tripod.

"The Mammoth Tank is the pride of GDI's land forces. With these vehicles in our hands, GDI's destruction is assured."

NOTE: No, that's not an error on my part - that's actually what the bonus objective says. Also note that the only way to make these two bonus objectives appear is to capture one of the GDI war factories and one of the Scrin Warp Spheres. If you destroy all of the war factories, the Mammoth Tank objective will never appear, and you'll still be able to get a perfect medal when you complete the mission (and the same goes for if you destroy all of the Warp Spheres).

===========Walkthrough===========

It's very important that you remember to set your commando and Shadow Teams tohold their fire, or you'll wind up screwing yourself over the instant they getnear an enemy. Train another eleven Saboteurs from your barracks, then sendall of your units to the south-west GDI base. As long as you don't fire at anyof their units or structures, they won't attack you. Position a Saboteurdirectly next to every building in the base.

Turn on "Planning Mode" using the toolbar in the lower-left corner of yourinterface, then order each Saboteur to capture the building they're standingnext to. None of them will move until you turn Planning Mode off, so onceyou've ordered them all, turn off Planning Mode. All of your Saboteurs willmove at the same time and capture the entire GDI base in one quick move. Usethe Commando and the Shadow Teams to deal with the GDI infantry, then destroythe base defenses that're still standing.

If you were fast enough, there won't be any GDI vehicles in the base yet, butif so, just build some Predators or something to get rid of them. Build asecond refinery at your Nod base to increase your income, and build a secondharvester for your GDI base. Get a tech center built as fast as you can, thenstart the rail guns upgrade while you start building Mammoth tanks (you'llcomplete the first bonus objective as soon as the first Mammoth tank comes outof one of the war factories).

GDI will be a little annoyed with you, so they usually send a bunch of stuff toattack your Nod base. Move your first Mammoth tanks over there to interceptthem if possible, and try to make an attack on their north-western base as soonas you have five or six Mammoths. Scrin units will usually have it prettybeaten down thanks to you making them low power, and if they manage to destroythe construction yard before you get there, you'll fail the mission.

Build an APC and stick an Engineer into it, then send it to the constructionyard when you've secured it with your Mammoths. Capture the yard, then repairit. Undeploy your Rig from the south-west base, then send it and any moreMammoths you've built to the center of the map along with your other cluster.Deploy the Rig somewhere in the middle of the map, repair your tanks, and thenassault the southern Scrin base. If a Gravity Stabilizer is still standing,make sure you don't destroy it, and make sure you don't accidentally destroythe Drone Platform, either. Leave them both intact, then move north to dealwith the other base. Send Engineers to capture the Drone Platform {The TowersSacrosanct} and the Gravity Stabilizer {Field Report - Alien GravityStabilizer} (if the Gravity Stabilizer was already destroyed or you destroyedit by accident, you can get the same intel entry by using the Drone Platform tobuild Scrin buildings until you can build your own Gravity Stabilizer).

Depending on how fast you've been, this base could be fairly undefended orincredibly well defended. The Scrin Warp Spheres will be cranking out Tripodslike crazy, and for some reason, they usually just stand around up here insteadof attacking your bases. This can make attacking the northern base quitedifficult, since ten Tripods can really dish out the damage. You could takecare of a lot of them with an Ion Cannon blast, but you need to make sure thatyou leave one Warp Sphere standing if you want to get the second bonusobjective.

There're two fully leveled Tripods in the upper-right corner of the base whichshould be your immediate concern, since they're much more powerful than theregular Tripods. Try to smash your way past all of the other stuff and takethem out first, then concentrate on the rest of the Tripods and smaller units.When you've cleared the place out, capture one of the Warp Spheres and buildany other structures you need to be able to build a Tripod, then build one toaccomplish the second bonus objective. Capture the other Drone Platform, thendestroy everything else if you haven't already.

NOTE: Don't care about the two bonus objectives? If not, then you can simply position enough Saboteurs at all four bases to completely capture everything in a single move using Planning Mode. You'll have to be quick about it, though, or GDI's likely to demolish the southern Drone Platform before you can position all of your Saboteurs.

"Your main objective here is to protect the final alien tower by annihilating the GDI forces that are assaulting it. It won't be easy. GDI has had plenty of experience knocking these things down and is attacking the alien base surrounding the final tower with relentless determination. The Phase Generators that protect the tower itself are GDI's primary target. Do not let GDI destroy them. GDI is also employing Juggernauts to bombard the base. Use your Commando to snipe their crews, then use a Saboteur to take them over. Also, there is also a small airbase to the north - best to destroy it."

=====================Intelligence Database=====================

The Inner Circle

- The Key to the Future: Part II

==================Primary Objectives==================

1) Defend the Alien Phase Generators.

"You must protect the Alien Phase Generators while their Tower is still under construction."

2) Destroy the GDI bases.

"GDI has set up a base to the northwest. You must wipe them out before they destroy the Alien Phase Generators."

================Bonus Objectives================

1) Capture 3 GDI Juggernauts.

"These Juggernauts seem modified to shoot farther than the standard Juggernaut. They would make an excellent addition to our arsenal."

2) Destroy the GDI Ion Cannon Control Centers.

"That Ion Cannon Control Center could swing the battle in GDI's favor, take it out immediately!"

===========Walkthrough===========

Immediately start building a tech center, a second harvester, and an Emissary.{The Key to the Future: Part II} Speed is crucial in this mission, andthere's no time to waste - move the emissary east outside of your base to theblue Tiberium field there and deploy it sligtly south-east of the field. Placeyour tech center somewhere in your base as soon as it's ready, then startbuilding an Obelisk and a Secret Shrine. Place the Obelisk slightly to theright of the Outpost (the thing your Emissary forms when it's fully deployed)when it's ready, then immediately start building another one.

Your primary concerns for this mission should be defending that blue Tiberiumfield and eliminating the special Juggernauts in the middle of the map. Onceyou have three Obelisks by that Tiberium field, you should be able to defend itsafely, though you might want to toss a Beam Cannon or two over there just tobe sure.

To deal with the Juggernauts, train a few Shadow Teams and a Commando, thenmove the Shadow Teams around to the right side of the hill where the Juggernautgroup is stationed. Use the Shadow Teams to slaughter the Zone Troopers, thenmove your Commando in with four Saboteurs. Detonate the four Juggernauts, thencapture them with the Saboteurs. Immediately turn the Juggernauts to the northand pulverize the GDI airfield, then use them to destroy any other GDIbuildings they can reach. Don't worry about them if they get destroyed again.

With the blue Tiberium field defended and the Juggernauts eliminated, work ongetting a Temple of Nod and some air towers full of Vertigo bombers. GDI'sgoing to deploy an Ion Cannon Control Center eventually, and you'll definitelywant to destroy it before they get the chance to use it. I suggest using yournuke to wipe out a huge section of the northern GDI base, preferably the partwith the war factories so they won't have as many Mammoths to send at the Scrinbase. Use the Vertigo bombers to deal with the Ion Cannon Control Centers.

You should have quite a bit of excess money thanks to that blue Tiberium field,so keep sending your Vertigo bombers to the GDI bases to take out keystructures. It won't hurt to build some Avatars too, which you can send to themiddle of the map near the top to intercept some of GDI's forces on their wayto the Scrin base. Keep chipping away at the GDI bases until they're veryweak, then move in and wipe up whatever's left to end the mission.

"Foreman, you've been commissioned a small army to begin attacking the major indigenous population center on the island near Continent Three. This attack will proceed in concert with other assaults on all significant population centers. The intent is to distract the indigenous population from initial Threshold construction and intimidate them to the point where they will not threaten ongoing construction efforts. Assess defensive and offensive capabilities. Eliminate all life forms you come across."

"A small force has been dispatched to this population center. Begin disruption operations immediately by destroying structures. Eliminate any resistance from the indigenous population."

2) Destroy the GDI presence.

"The indigenous population has dispatched its military to try to stop our force. Destroy any hostiles you come across along with any of their production structures. A Droneship has been assigned to this zone. Use it to establish a base and build up the force you need."

================Bonus Objectives================

1) Destroy the structures knows as 'Parliament' and 'Big Ben'.

"Based on the frequency of appearance in images transmitted through the airwaves, these structures seem important to the indigenous population. Destroy them."

2) Destroy 'Buckingham Palace'.

"The humans seem fond of defending this structure. Perhaps destroying it will send them fleeing in fear."

3) Construct Growth Accelerators at each of the Ichor fields.

"Ichor concentration in this area is extremely low and contained. Construct Growth Accelerators at each Ichor field to increase its spread."

===========Walkthrough===========

Gather all of your forces together and start destroying the buildings directlynorth of your starting position. The faster you destroy them, the better - GDIunits will trickle through the city the entire time you're destroying thebuildings, so the faster you make it to 15, the fewer units you'll have to dealwith. Destroy the posts of the field containing the Tiberium field, too.

When your Droneship arrives {All Units Functional}, move it closer to theTiberium field and deploy it. Build a reactor and a refinery as soon as youcan, then get a warp sphere. You'll want a second harvester, and you'll needto build a Growth Accelerator in each of the three Tiberium fields to completethe third bonus objective {Unexpected Developments}. You can automaticallyplace them in the middle of the fields, you don't need to have a zone ofcontrol around them first.

You should have no problem destroying Buckingham Palace with your initialforces, so go ahead and move them up there. Take care of the missile squadsfirst, then destroy the palace (which will give you a little monetary boost).Meanwhile, crank out Gun Walkers and Seekers from your warp sphere (moreSeekers than Gun Walkers). Send your group to Big Ben and destroy it to finishthat bonus objective and receive another small monetary boost.

The only thing left to do is destroy the two GDI bases on the other side ofthe bridges, which isn't exactly easy. I suggest crossing over the middlebridge, then making an assault on the southern base first. Make sure youdestroy the construction yard as soon as you've cleared out the units anddefenses above it, then deal with the southern part of the base. If you don'tdestroy the construction yards, GDI will keep replacing their buildings anddefenses, which makes it damn near impossible to destroy the base.

When the entire southern base is eliminated, return your survivors to yourwarp sphere for repairs, then add any newly built units to the group and attackthe northern base from underneath. Again, make sure you try to destroy theconstruction yard as soon as possible to keep GDI from rebuilding anything intheir base. When you destroy every structure in both bases, the mission willbe over {A Campaign of Distraction}.

"The hostile indigenous population is more advanced than expected and represents a critical threat to our forces. During diversion attacks on the major population center of Sector 2-5, Continent Three, two of our scout ships were disabled in-flight by hostile indigenous forces. These ships were carrying data nodes that are critical to Threshold construction activities. The nodes are now stranded in enemy territory. Heavy local activity is reported near the scout ships and this activity is distributed over a wide area - but energy for their forces seems to be coming from a localized source. Eliminate this source and you'll secure the area and clear the way for reinforcements."

=====================Intelligence Database=====================

Warp Link

- Beyond Blunt Force - Retaliation by Hostile Indigenous Population

==================Primary Objectives==================

1) Plant the Mastermind's manipulator device on the GDI barracks and train an Engineer.

"Foreman, guide the Mastermind to a small outpost east of your position and plant a manipulator device on their Barracks, taking control of it. Then construct an Engineer for disabling the power source."

2) Use the GDI Engineer to shutdown the Defense Grid for the city.

"We are transmitting the location of the power station. Guide the engineer to this location and shut this structure down."

3) Destroy the GDI base.

"With their defenses down, the only remaining threat in this area is the GDI presence north of your location. A large reinforcement army has been sent for you to destroy GDI."

================Bonus Objectives================

1) Keep your Mastermind alive throughout the entire mission.

"Foreman, Masterminds are not inexpensive units. Keep your Mastermind alive until all hostile forces are eliminated."

===========Walkthrough===========

A grenadier squad will approach your Mastermind from the north-west, so beprepared to quickly take control of it (just target it normally as soon as theability is fully charged) {Beyond Blunt Force}. Send it to the east along theroad, then use it to clear out the two garissoned structures slightly to thenorth as well as the third one even farther to the north (those should be theonly three garissoned structures you'll have to deal with). Stick thegrenadiers in a building if they survive and let them toss grenades at a turretuntil they get killed.

Meanwhile, GDI will start sending Predators (and sometimes more grenadiers) ona patrol route along this section of the city. Take control of a Predator anduse it to destroy the watchtowers in the area between the south-east corner ofthe map and the barracks to the north. Make good use of the healing cratesscattered around the area, and don't worry if you wind up getting it destroyedby a turret or another Predator. Simply take control of a new Predator andcontinue destroying watchtowers and turrets.

Approach the barracks from the south along the far eastern edge of the map, andwhen you get close enough, two Devourer tanks will appear in the north-westcorner of the map. Move them so they're touching each other if they're notalready, then use the Mastermind's teleportation ability to teleport both ofthem down to the barracks. Use them to destroy the two watchtowers near it aswell as any GDI units that come near you, then use the Mastermind to takecontrol of the barracks.

Send the Mastermind all the way to the south-east corner, then send him duewest to the far south-western corner of the map for safe-keeping. When you'reready to move on, train an Engineer at the barracks, then quickly use yourMastermind's teleportation ability to teleport the Engineer directly south ofthe power station. Capture it, and you'll receive reinforcements.

Four Devastators and two Planetary Assault Carriers can really dish out thedamage... Immediately move them about half-way towards the GDI base, where theTiberium field is. Let them sit here and devastate the GDI forces that try toattack, and they'll start gaining veterancy levels like crazy. The PlanetaryAssault Carriers have the ability to generate an Ion Storm, which is great fortwo reasons - it causes even more damage to the GDI forces in the area, and italso heals your Devastators and Carriers.

Pay attention to the Ion Storms to make sure you're always being healed, thenjust let your aircraft sit here and rack up veterancy levels until a few ofthem are fully leveled. The GDI base will be no match for them, so just fly inand crush it completely. {Retaliation by Hostile Indigenous Population}

"Foreman, the humans' databases for their Ichor-LQ technology are being stored in two facilities in this region. These databases may hold the key to understanding how and why the signal that brought us here prematurely was generated. Capture these structures and secure them from threats by any means necessary. We've issued you access to our Corrupters. They should prove very useful in this region."

"Foreman, the indigenous population has two information facilities which contain their data on Ichor-LQ. Capture these structures so we may ascertain how much the humans have discovered about Ichor-LQ."

2) Destroy the defenses around the information facilities.

"There also appears to be advanced weapons guarding the information facilities. Destroy these defenses so our units may acquire the information unharmed."

================Bonus Objectives================

1) Destroy the GDI base.

"Destroy GDI's base in the northeast of this region."

===========Walkthrough===========

This mission is fairly straight-forward. {Premeditated Ichor LQ Detonation}Start by deploying your Droneship, building a power plant as far to the east aspossible, and building a refinery next to the green Tiberium field. Build aWarp Sphere and another power plant to the right of the first one, stretchingyour zone of control towards the blue Tiberium field. Get another refinerynext two it and build a pair of extra harvesters, then concentrate on defendingyour base.

As long as you keep your initial units safely away from the city, Nod and GDIshould fight each other for the first few minutes before they bother you. Ifthey do send something big down there, use your Mastermind to take control ofit (a Mammoth tank can make your job a lot easier). Once you have a technologyassembler up and running, start pumping out Tripods (don't forget to put aGrowth Accelerator on both Tiberium fields).

You won't be able to build Devastators or Planetary Assault Carriers for thismission, but the good news is that neither GDI nor Nod will have aircraft ofany kind, either. This is excellent news for you, since it means you don'tneed to bother with any unit other than Tripods. Continue cranking them out,and keep your eyes on both sides of your base. Avatars will attack from theleft (along with some lighter Nod units), and Mammoths and Juggernauts (alongwith some lighter GDI units) will attack from the right.

The Mammoths and Juggernauts hurt far worse than the Avatars, so I suggest youdeal with the GDI base before you bother with the Nod one. Bring a big clusterof Tripods to the top of the map near the center, then move east into the GDIbase. The Sonic Emitters are devastating, so make sure you take them out assoon as possible. Press past all other GDI resistance and focus on taking outthe emitters first, then slaughter everything else {Factions}.

Repair any damaged Tripods if necessary, then gather all of your forces intoone big group and assault the Nod base. The Obelisks aren't much of a threat,but you'll still want to give them your full attention until you breach thefirst line of defense. Wipe out the power plants and other buildings next,then finish off everything else except for the two Nod compounds. Train twoAssimilators at your base, and if you still have your Mastermind, use itsteleportation ability to teleport them to the Nod compounds. Capture them toend the mission {Attacks by Indigenous Populations Worsening}.

"Foreman, you must protect the tower at Threshold 19 until its construction is complete. Everything hangs in the balance: The success of your overall mission and the fate of the Race depends on Threshold 19 tower activation and phasing. You now have access to all our offensive and defensive capabilities. Take command of the base that is established there and keep the hostile indigenous population from destroying the tower at all costs."

=====================Intelligence Database=====================

Warp Link

- Threshold Tower Construction - Threshold Assemblies Under Attack

==================Primary Objectives==================

1) Defend the Tower.

"Foreman, GDI has a strong force to the north. They appear to be intent on destroying the Tower. Overwhelming forces on their part suggest difficulty in removing them from the region, but they must be stopped at all costs from destroying the Tower."

2) Construct a Signal Transmitter and summon the Mothership.

"The Tower is the complete and impervious to GDI's attacks. Focus on constructing a Signal Transmitter so the Mothership may be summoned to your location for evacuation off the planet. Hold out against any hostile activity from GDI."

3) Guide and protect the Mothership to the Tower.

"Foreman, guide the Mothership to the Tower for evacuation and continue to hold off GDI's attacks."

================Bonus Objectives================

1) Destroy the GDI base.

"Destroy GDI's base in the northeast of this region."

===========Walkthrough===========

This mission can be hectic, but there're a few tricks that can make it a loteasier. {Threshold Assemblies Under Attack} First of all, destroy the bridgedirectly north of your base as soon as possible. Next, focus on placing atleast two storm towers in the upper left portion of your base, then crank outDevastators (a second Gravity Stabilizer is probably a good idea). The IonStorms generated by the storm towers will heal the Devastators, which makes apowerful defense.

Meanwhile, GDI will be sending hoards of stuff at the tower in the upper-leftpart of the map. If you've been building Devastators fast enough, you shouldbe able to spare a cluster of four or five of them fairly early in the mission.Send them due west, then approach the tower from the south to avoid the GDIunits. Park them next to the Planetary Assault Carrier so you can make use ofthe Ion Storm, then if possible, destroy the bridge near the tower to slow downGDI attacks.

The timer to the tower's completion isn't very long, so you shouldn't have toomuch trouble defending the tower with those Devastators and the Carrier. Ifyou do have problems, though, make use of your warp sphere in your base tobuild some Seekers, which you can send through the portal in your base toinstantly send them to the tower. You can also send a cluster of Devastatorsto intercept the GDI units in the middle of the map before they can go aroundand hit the tower's defenses from underneath.

When the timer reaches zero {Threshold Tower Construction}, you be told toconstruct a Signal Transmitter and summon a Mothership. If your Devastatorsand Carrier are still alive by the tower, safely send them to the south andthen over to your base to aid in its defense. Meanwhile, build the SignalTransmitter and a Rift Generator. When the Signal Transmitter is built, useit to summon a Mothership and receive your final objective.

If you want to accomplish the bonus objective, you'll need to wipe out the GDIbase before you send the Mothership to the tower. You'll be able to buildPlanetary Assault Carriers now, so go ahead and build a ton of them. They'reincredibly powerful, and their Ion Storm ability is a huge help. When you'vegot a bunch of them, gather all of your Devastators and Carriers together anddemolish the GDI base (make sure to get some use out of your Rift Generatorwhen it's charged, too).

Don't send your Mothership towards the tower without clearing the path withyour Devastators and Carriers first - GDI will have outposts with anti-aircraftguns throughout the map, which can do some serious damage to the Mothership.When the GDI base is destroyed, send your fleet to the marker by the tower toend the mission.

In the following sections, each intelligence entry is listed with which missionit's found in, what you need to do to get it, and the complete transcript ofthe entry. If you're not interested in that much information or you just wanta quick reference, this is a simple list in the order the entries appear in thedatabase in the game (which is also how they're listed in the more in-depthsection):

If you'd like to add the missing Alien Tripod Captured and Commando entries toyour database, the first step is to find the database files on your computer.They should be along a path that looks somewhat like this:

Urban combat is a messy and dangerous business. When fighting in a cityenvironment, field commanders should use every advantage to minimizecasualties. Garrisoning civilian structures with infantry is a tactic thatgenerates multiple rewards, including massive defensive bonuses and increasedsafety for the troops. Buildings can provide cover and a fire base forinfantry as they shoot at targets outside without being directly exposed toenemy fire. Garrisoned buildings protect soldiers from heavy anti-personnelweapons mounted on vehicles. That being said, field commanders should be wearyof enemy units that specialize in clearing the garrisoned buildings,particularly those equipped with grenades and flamethrowers. Remember: Caughtin the cross-fire while you're out in the open? Order your troops into abuilding.

---------------------Calling for Transport---------------------

Mission: Langley AFB

Added: When recapturing the airfields

Transcript:

Airlift for Infantry and Vehicles

Once a forward base has an Airfield, many GDI infantry and vehicles gain theability to call for transport at almost any time. The unit can radio fortransport from the field and a V-35 Ox VTOL airlifter will fly to the unit'slocation, drop down on its thrust vectored engines, and pick up the unit. Oncea destination is communicated to the Ox crew, the aircraft will ferry theairlifted unit to its destination and set it down on target. Keep in mind thatunits are extremely vulnerable while in the air - an Ox is a juicy target foran enemy unit that has any form of anti-air capability.

Both GDI and Nod rely on mobility and rapid deployment for success. Armiesseem to come and go all the time as the balance of power shifts, often veryquickly. Given the haste with which these operations are conducted, it's not asurprise that a lot of equipment is being left behind. Our Blue Zones andYellow Zones are becoming littered with logistics crates filled with militaryspares, data cores, and other equipment and supplies. Both sides use themodular G-771G container, a standard crate used by the commercial shippingindustry for decades. You'll find these containers everywhere - and theyshould be considered targets of opportunity for our boys in the field. If yourtroops crack one of these containers open, odds are they'll find somethinguseful. G-771G containers are easy to spot: just look for geometric graycrates trimmed with diagonal stripes. They stick out like a sore thumb andanyone can pop them open with a bit of elbow grease.

An advanced Nod Tiberium weapon research program was recently uncovered when aGDI strike team in North Africa stormed a Nod facility originally thought to bea chemical weapons factory. Science Division evaluation of the wreckagesubsequently confirmed several large scale Tiberium weaponization effortsunderway. Of most concern to InOps is evidence of significant progress towardsthe creation of a Liquid Tiberium device of unprecedented destructive power.The liquid form of Tiberium is a relatively new manifestation of the aliensubstance and its properties are not well known. Nod's Liquid Tiberiumresearch appears to be 5 to 10 years ahead of Science Division.

There were also indications that Nod is working on a more conventional airborneTiberium explosive and a catalyst for detonating existing Tiberium crystaldeposits in a sub-critical reaction.

Analysis of past Nod R&D efforts (which tend to be redundant and decentralizedin nature) suggests the Nod lab in North Africa was only one of severalfacilities participating in the Tiberium weaponization efforts.

------------Nod Aircraft------------

Mission: Casabad

Added: When the Nod planes attack

Transcript:

InOps Field Guide to Nod Aircraft in TW3 Theatres of War

Nod aircraft have evolved considerably since TW2. Nod is fielding the VTOLVenom scout (pictured below), the batwing Vertigo stealth bomber, a Carryallthat can transport troops and equipment, and a high altitude, long range bombercalled the Armageddon. Venoms are lightly armed and armored but can take on awide variety of targets on the ground and in the air - they are even capable ofengaging our Orcas in air-to-air combat. The Vertigo evades detection by mostGDI sensors and only "de-cloaks" to drop its powerful bombs on targetstructures and vehicles. The Nod Carryall is the counterpart to our V-35 Ox, aVTOL aircraft that can pick up and transport a wide variety of troops andequipment. Finally, the Armageddon is seen infrequently but when it appears onthe battlefield, it is usually bringing bad news. Nod Armageddon aircraft areused to deliver cluster mines and a number of exotic air-to-ground weapons.

------------------New Nod Flame Tank------------------

Mission: Casabad

Added: When seeing a flame tank near the research lab

Transcript:

Nod Deploys New Tool of Terror

Nod has fielded a new version of their classic anti-infantry weapon systemknown as the Flame Tank. The new model carries heavier armor, has a turret toallow for easier targeting, and uses dual flame throwers that can stay inaction for long periods of time without refueling. It replaces the older"Devil's Tongue" last used in TW2.

Flame Tanks are devastating against all forms of infantry and can clear outgarrisoned buildings with terrifying efficiency. InOps advises fieldcommanders to engage Flame Tanks with armored vehicles or aircraft firingcannons or rockets. The enclosed crew compartments in armored vehicles willalso protect against the inferno generated by the flame throwers.

The landscape of many Blue and Yellow Zones is dotted with tall cylindricalstructures known as Tiberium Spikes. These automated extraction platformsslowly pull Tiberium out of subterranean deposits and refine it on location sothat resources are available for immediate use. GDI commanders are encouragedto commandeer Tiberium Spikes in the field to help sustain their forwardoperating bases. A combat engineer deployed into a Tiberium Spike can channelresources to the production structure of a base.

Commanders are encouraged to provide compensation to the legitimate owners ofcommandeered Tiberium Spikes in the form of GDI vouchers that can be redeemedin Reykjavik for credits. Note that spikes extract at different ratesdepending on the size and nature of the underlying Tiberium deposits, so theflow of resources may vary from location to location.

------------------EMP Control Center------------------

Mission: Alexandria

Added: When capturing the EMP Control Center

Transcript:

Electromagnetic Pulse Control Center

Field commanders should stay on the look-out for the four cylindrical towers ofthe EMP Control Center. These odd structures were erected during the last fewdecades in a number of Yellow Zones and Blue Zones as a deterrent to Nodattack. The theory was that a volunteer crew would race to the EMP ControlCenter when the civil defense sirens sounded warning of an attack - they wouldfire off the EMP and disable attacking forces. After years with little Nodactivity, the centers were mostly abandoned and are now being usedopportunistically by GDI and Nod forces. Deploy a combat engineer into the EMPControl Center to capture it and use it against enemy forces.

InOps has confirmed that the missile used to destroy the Philadelphia waslaunched from an underground silo connected to Nod's Nuclear Launch Facility inCairo. Detection of this facility by sat-surveillance prior to thePhiladelphia incident was difficult because most of thestructures were buriedunderground or disguised. Since the start of TW3, Nod has removed the maskingstructures around their buildings and brought other elements of the facilityabove ground to facilitate launch operations. The underground silo thatlaunched the Philadelphia strike is now inactive, with Nod's launch operationstransferred to a central raised platform with a much lower cycle time betweenmissile launches.

---------------------Nod's Nuclear Arsenal---------------------

Mission: Cairo

Added: When Kane's made his appearance

Transcript:

InOps FLASH Report

Nod has consolidated its nuclear arsenal at its Cairo nuke facility. What wasonce a mobile nuclear force is now a massive central arsenal. The reason forthe centralization of Nod's nukes is not known, although speculation rangesfrom paranoia (Kane afraid that his commanders might rebel and use nukes onKane loyalists) to preparation for some unknown operational contingency or again in efficiency of operations. Whatever the reason, we do know one thingfor sure: Take out the Cairo facility and we deprive Nod of its nuclearcapability.

SBowenMonkeyWrench: Power plants are down and our base grid is compromised -there just isn't enough juice to keep everything running at the same time. Theonly way you're going to keep those defenses online is to power down anythingyou're not using. If you shut down half of the base defenses we should be ableto squeeze out enough power to keep the other half online. If one of theactive defenses gets destroyed it won't draw power, so you can turn on anotherdefense to take over. You may also need to shut down defenses that aren'tactive to re-route power to guns and turrets that are under immediate threat.Juggling power under fire is the key to survival here.

GDI's orbital Ion Cannon battle stations have been offline ever since theattack on Goddard Space Center. Repairs have now been completed and the IonCannonsare back in action. However, we are currently unable to strike certaintargets due to Nod's deployment of a new countermeasure: Ion Cannon DisruptorArrays. These structures have been erected in multiple locations.

All field commanders should be aware of the existence of Ion Cannon disruptiontechnology and be on the lookout for the disruptor array structures. Take outthe disrupters with conventional weapons before you call in an Ion Cannonstrike.

Nod has rocketed ahead of GDI in the race to build mechanized combat walkers -solving many of the problems that had GDI engineers scratching their heads.There is speculation that Nod stole the original walker technology from GDI,then took advantage of research in other areas to accelerate the development ofnew prototypes. Regardless of the origin of Nod's technology, they haveinvested years of research and development at a ruthlessly fast pace - and nowNod has finally fielded a highly advanced bipedal walker with the adaptiveability to use multiple weapon systems. The Avatar Walker is a very capableall-terrain weapons platform, heavily armored and equipped with a powerfullaser. It can also be outfitted with flame throwers, particle beam cannons,stealth detectors, and stealth generators.

------------------------------Sonic Weapons and the Invaders------------------------------

Needless to say, there is very little in the way of hope to be found in the ashcovered, body strewn rubble of post-invasion Munich. Even so, as my teamcovertly made its way through the outskirts of that ruined city, searching forsurvivors, we stumbled across something that might just be that source of hope.

Crossing the wastelands under guard of night, we encountered the survivingmembers of a GDI combat platoon from the 76th Mechanized, apparently flush froma successful rearguard action that enabled the escape of some VIPs that aresomehow key to the war effort. In conversation it quickly became apparent thatmuch of said success was due to the intervention from a particularlyunexpected source - sonics.

To quote, from a transcript recorded on my CommInt unit:

"We kept firin', but the metallic [expletive] just kept on coming right at us, crawling over their own dead like it weren't nothing. Then, right when I knew we was about to be killed, right when those [expletive] had us up against the wall, one of those smart [expletive] engineers figured out a way to get the old Munich Sonic Emitter grid back online and then, BAM!, the damn emitter towers just started chewing up those invading [expletive] like a Visceroid gone rabid. It was a thing of [expletive] beauty..."

Yes, it appears that the Sonic Emitters we use to reclaim our land fromTiberium - and to control and regulate Tiberium growth throughout the reclaimedBlue Zones - are capable of inflicting great harm upon our newfound enemies.Further investigation is required before we can determine the why - are thealiens structurally similar to the crystal? Is that why they are here? Fornow we can certainly make use of the what - Sonics hurt the aliens. Hurt thembad.

We may stand a chance after all.

-----------------------------------------Alien Origins, Connections to the Tacitus-----------------------------------------

Mission: Stuttgart

Added: When capturing the Alien structure

Transcript:

Results of initial investigation into the origins of the Invaders.

R&D DivisionAttn: Battlefield Commanders

Alien Origins - Connections to the Tacitus

GDI science teams have been gathering every possible bit of transmitted dataand physical evidence about the aliens since the moment of invasion. Dataanalysis of alien transmissions has indicated some connection between theTacitus recovered from Kane and the invaders.

The transmissions recorded from the invasion force seem to be patterned in asimilar way to the data structure in the Tacitus. This leads us to believethat the invaders are the Scrin, or perhaps some faction thereof. It is clearupon closer examination that this invasion force demonstrates acute differencesfrom the source of the Tacitus in dialect and physical form. Perhaps theyshared some distant connection, or there was some ancient contact between theircultures?

One transmission we decoded using our most advanced decryption computersindicated alien chatter regarding another alien race they had previouslyencountered. We were unable to translate the word for the other alien race,but the encryption computer returned the terms brother, ascended, enemy andScrin. This casts some confusion on the nature of the invaders, as they sharea multitude of attributes with what we have come to know as the Scrin. Itseems unlikely that this is the very same alien race that brought the Tacitusto Earth, but the connection is undeniable.

If this is true, we should consider the Tacitus our most valuable militaryasset. We must somehow find a way to unlock its secrets.

***This entry is broken - you won't get it during the mission, and the only way (currently) to add it to your database is by editing the database file.

Transcript:

Invader weapon system re-activated and used by GDI Forces

Front line forces in Europe have managed to capture and reactivate an alienTripod. A Commando in direct contact with the enemy disabled the Tripod byplanting a high explosive charge on the legs of the walker. GDI forces thenimmediately moved in and established a perimeter around the immobilized alienwar machine. Once the area was secure an engineer was able to gain access tothe walker, repair the damaged leg, and reactivate the onboard systems. Earlyreports indicate that the engineer was able to communicate in a rudimentaryfashion with the walker's control entity by utilizing decryption programssimiliar to those found in the Tacitus, the alien artifact decoded by GDIseveral decades ago.

----------------Alien Mastermind----------------

Mission: Rome

Added: When destroying the Mastermind

Transcript:

New Invader military unit given GDI designation: Mastermind

Just when we thought that setting up behind the chasm would make us safer, wewere proven wrong. The Alien Mastermind, an enemy commando of sorts, was ableto teleport forces across the gap and jeopardize our entire operation. Thealiens were able to keep the pressure on with a minimal numbers of units andcrafty use of their Statis Chamber and Mastermind. We belive the Mastermindhas more powers than just teleportation, but did not observe any additionalcapabilities directly.

If Masterminds are deployed to the battlefield, field commanders should make ita priority to eliminate them ASAP. The amount of mobility the Mastermindsafford the alien invaders makes them a very high value target. AlienMasterminds eliminate the advantage of terrain: they virtually guarantee thatno place is safe.

Combat Report - Sergeant Major E.H. Jarvis, First Expeditionary Force

--------------------Alien Rift Generator--------------------

Mission: Rome

Added: When destroying the Rift Generator

Transcript:

Rift Generator Update

The Rift Generator makes the science behind our own Ion Cannon look downrightprimitive. It appears to function by opening a portal at the flash point andejecting anything that's caught in the resulting field into deep space. Someof our more robust structures have been able to hold against such an attack,but Rift Generator's destructive capabilities are on par with the GDI IonCannon and the Nod Nuclear Missiles.

Dr. Gordon Malou, InOps

------------------Alien Control Node------------------

Mission: Ground Zero

Added: When working your way towards the Control Node

Transcript:

InOps FLASH Report

The alien Control Node at Ground Zero is a unique structure that seems tochannel some form of exotic Tiberium-based radiation to the invader forces.The emissions from the Control Node move easily through all forms of matter,much like neutrino wave/particles, and this one node structure is easily ableto bathe every invader unit and structure on Earth with the mysteriousradiation. In fact, this one Control Node could easily supply a uniform bathof radiation to alien units as far away as Earth's moon. What is thisradiation and why is it needed? Is it for power? Communications?Synchronization? Coordination and control? Does it provide somethingessential for the alien machines or the organic matter inside? We don't knowthe answers to any of these questions, but we do believe that the Control Nodeis the key vulnerability for the aliens. Take out the Control Node and thereis a good chance the whole invasion will end quickly.

------------------------The Ghost in the Machine------------------------

Mission: Hampton Roads

Added: When you're given the third mission objective

Transcript:

Excerpt from INN Holobrief, May 28th, 2043

One of the more unusual chapters of the second Tiberium War came to anexplosive close yesterday as the GDI Corps of Engineers detonated what isbelieved to be the last remaining Cabal Bunker - the tube-filled undergroundlairs from which the rogue artificial intelligence waged brief war uponhumanity.

Contacted for comment, retired war hero and former head of the Bureau of MutantAffairs, Gen Paul Cortez, lauded for his role in Cabal's defeat, dismissed hisfallen foe as "...a second-rate EVA with a goatee and a Napolean complex."Cortez also claimed to have refused a GDI invitation to attend the detonationceremony, citing his opposition to the current leadership's controversialTiberium containment policy and "weak kneed" approach to the Brotherhood ofNod.

Rumors that this particular bunker displayed evidence of human or humanoid lifeforms in suspension capsules were quickly dismissed by GDI spokesperson ArleneShepherd...

It was a sad day for many today as the last Mammoth Mark II walker to enteractive combat duty clanked its way out of GDI's San Pedro war factory and intohistory. With its twin rail guns, battlefield dominance, and unusual boxyprofile, the Mk. II became an iconic symbol of freedom during the secondTiberium War. Its discontinuation has been greeted by many with anger, notablyCaptain Nick "Havoc" Parker, retired war hero, popular conservative pundit, andnoted proponent of the "Kane lives" theory.

"The Mark II was and continues to be one of our most powerful tools in the waragainst Nod fanaticism. This discontinuation is nothing but another disgustingexample of GDI bureaucratic penny pinching and namby pamby 'can't we all justget along' liberalism...once again, GDI is playing right into Kane's hands"

With protests held at containment areas several miles away, the mood at thefactory was more resigned than angry. Production of the controversial newfour-tread all-terrain Mark III is scheduled to take place in far offReykjavik, with many in San Pedro fearing for their jobs and the future oftheir community...

"...we thought our space stations and Ion Cannons were the safest of our military assets. We put our most valuable military personnel, our most important command and control systems, and our most powerful weapons in space for this very reason. Little did we know that our space assets had a deadly vulnerability - a single point of failure located in a poorly defended installation ON THE GROUND. Nod exploited this vulnerability at the worst possible time, when our entire political and military leadership was on board the Philadelphia. This is a scandal of staggering magnitude.

"It gets worse. W3N investigative reporters dug into this story and discovered that the decision to locate our A-SAT control systems on the ground at Goddard Space Center was made because of cost. SpaceCom would have had to build an entire new orbital platform just for the computers and crew at a cost of tens of billions. This is an outrage. Security in space was an illusion all along - and GDI was almost wiped out because SpaceCom wanted to save some money..."

"...why is Kane determined to rebuild in Eastern Europe? What is his fascination with Sarajevo? Eastern Europe has been a focal point for Nod activity for decades and the reasons aren't entirely clear..."

------------------GDI Storm Shelters------------------

Mission: Munich

Added: When capturing the lab

Transcript:

Excerpt from GDI Emergency Procedures Packet - Storm Shelter Protocol

GDI Storm Shelters are located throughout all Blue Zones and in select YellowZone operation areas. They are generally found in close proximity topopulation centers and government installations. The earliest shelters werebuilt after Ion Storms decimated population centers, including an incidentresulting in the death of the famed Dr. Mobius and his top staff. Ion StormShelters are typically located between 10 and 30 meters below ground level, butno closer than 70 meters to significant deposits of underground water orTiberium. Their construction includes 8 foot thick, steel-reinforced concretewalls with integrated sonic emitters to prevent nearby Tiberium growth. Newershelters include dormitories, cafeterias, medical facilities, vehiclemaintenance garages, long-term power generators and redundant sonic emitters.In high-risk areas some shelters have gained cultural significance as centersof social activity from sports to art and music events, gaining nicknames suchas "Sector 7", "Old Blue" "The Hatch".

In recent years many private organizations have developed smaller shelters forcorporations and individuals at exorbitant prices. On rare occasion theseprivate shelters link with official GDI shelters via underground tunnels.Private citizens with shelters that link to GDI public shelters are required bylaw to allow access to anyone who requests aid during class C emergencies andabove.

Courtesy GDI Emergency Aid Commission

----------------------Alien Tower Destroyed!----------------------

Mission: Ground Zero

Added: When you start the mission

Transcript:

News Update: GDI Successfully Downs Alien Tower in Rome

Today the human race witnessed the destruction of a massive alien tower in oneof the world's worst Red Zones. The success of the mission shows all of usthat there is hope - and that GDI is in a position to push back the invadersonce and for all. The question remains, however, what was the purpose of thetower?

Alien towers have been constructed in nineteen Red Zones. Their precisepurpose is unknown but their location in the heart of the Tiberium infestedhellscapes we call Red Zones indicates that they are somehow connected to thecrystalline substance. The alien retreat to the towers suggests a seriousmilitary realignment or a change of course by the invaders.

While GDI scientists have been pushing to get a close-up analysis of thetowers, military commanders have insisted their quick destruction is theprimary concern. If GDI is able to replicate the quick success of the RomeTower mission in the other eighteen tower locations, their purpose may never beknown.

In the first Tiberium war Nod scientists developed a cloaking device that couldbe mounted on a vehicle, a stealth generator that created an energy field thatcould literally bend light around a particular object, rendering it invisibleto the eye and to radar. Nod first deployed this new technology on theinfamous Stealth Tank. GDI eventually developed new sensors andcountermeasures that neutralized Nod's stealth technology, but Nod continued toevolve the science of stealth and the "stealth arms race" has continuedunabated ever since.

Nod's new stealth technology is allowing a number of their vehicles and unitsto successfully evade detection by most current-gen GDI sensors. As a result,Nod stealth units are proving brutally effective against our forces in thefield. Nod has clearly leapfrogged GDI in stealth technology andcountermeasures.

GDI field commanders should be aware that the latest G-Tech sensors arerequired for detection of Nod stealth units. Unfortunately, the newest sensorsare not widely deployed. Only GDI Pitbull scout vehicles and base defensescome standard with the latest stealth detecting technology. Other units likeZone Troopers must be upgraded with Scanner Packs, and Orca aircraft can beequipped with Sensor Pods or use a recharging pulse scan to detect nearbyhidden enemies.

Note that units equipped with stealth technology can sustain the stealth fieldwhile inactive or moving, but once any offensive action is taken, the fieldwill break down and the unit will become visible. Also, there are reports thatNod has constructed a stealth disruption tower that can project a field largeenough to encompass multiple units and even structures. It's conceivable thatNod forces could cloak an entire base.

-----------------Nod Base Defenses-----------------

Mission: The White House

Added: When you finish the mission

Transcript:

InOps ECAP Alert "Know Your Enemy"

Nod Base Defenses

Field commanders should be aware that Nod forces have begun deploying new basedefenses with some unique properties. Each base defense consists of fourcomponents: A central hub and three turrets that can be deployed withint aradius of the hub (the hub is the heart of the defense system and controls allof the associated turrets). A hub can repair and even rebuild the threeturrets that are slaved to it. To take out one of these new base defenses,destroy the hub. That's the only way to make sure the structure is neutralizedfor good. Also, commanders should note that these new defenses are beingdeployed in three distinct flavors: Anti-vehicle, anti-infantry, andanti-aircraft. Anti-vehicle defenses emply lasers, anti-aircraft turrets fireSAM missiles, and the anti-infantry turrets use an array of gun barrels thatfire massive blasts of shrapnel almost like giant shotguns.

-------------------------------------GDI Field Recon - the Fall of Cologne-------------------------------------

Mission: Cologne

Added: When you complete the third objective (capturing the power plant)

To be honest, even after the [expletive] hit Munich, we didn't think Colognewould draw much in the way of attention. We've been running simulations since2038 or so and Cologne has never rated anything more than 'minor strategicvalue.' We figured that this would count for the aliens too... guess we werewrong.

By the time we detected the first wave, it was too late to form anything morethan a basic defense. Fortunately, we'd been evacuating civilians for thebetter part of the day, but we were way behind on erecting defensivestructures, let alone planning any kind of strategy. Things fell apart fast,those infernal air... uh... spacecraft came streaking in, wiping out half ofour troops before they could even fire a shot. The rest of us scattered,taking shelter in whatever structures we figured were solid enough to withstandfire, at least temporarily. Then the power went out, and with it ourcommunications, our radar and any damn chance of us taking the city back.

At one point the insane hell of combat calmed down and it was almost quiet onthe battlefield - the odd burst of laser fire, a scream, some radio static.Then, all at once, the sky lit up bright green and the silence became adeafening explosive howl. My heart sank... the [expletive] had taken out theTib silos, all of them... the entire reclamation project, years of work,undone in a few seconds... a giant [expletive] Tib field spawned right at theheart of central Germany.

-----------------------------------GDI Field Recon - the Fall of Berne-----------------------------------

Mission: Berne

Added: When you complete the main objective

Transcript:

Deposition of Civilian Witness, detailing the Alien invasion of Berne

'I was about to go off the clock when the evacuate order came through. Klaxons, sirens, broadcasts on every channel. Even the damn billboards and street signs were telling us to get out of town. I called my wife, or tried, but every network was jammed... jammed or just static. We lived in the central district, worker family housing. I had been supervising the final touches on my chunk of the anti-Tib wall, out on the east side. Half a city away.

Within ten minutes, I had abandoned my car and started to run. The vehicle exit points had jammed up less than ten minutes after the first alert, plunging the city into gridlock. Seconds later, I was sprinting past Holovision kiosks, and the ones that were still broadcasting, all I could see was destruction. Death. Fire...

(the subject places head in hands, mutters inaudibly for 48 seconds)

...so I'm running and I start to hear this low hum. At first I think it's just the static from the public address system, gone dead a few minutes earlier. It isn't, it's something more. Like a machine, but alive, also, somehow. It starts to grow, the sound larger and larger as I sprint, and the sky is now dark, and the city walls are falling, the city walls I helped build... and there are things, things in the sky...

(the subject places head in hands, mutters inaudibly for 32 seconds)

...glowing, blue and glossy. Machines, but alive. I keep runninng. My lungs burn, my sides ache, but I'm getting close to the city. There's a thing in the sky, like the others, but huge, noise deafening, a massive ring, rotating around a central object, some kind of control pod. I am too close to take it all in, to know how it works. It's nearly over me, over central Berne, and now it's glowing, drawing up some kind of energy.

I lower my head and run.

For a second, everything is silent, as if the gigantic thing had sucked the sound right out of the air. Then light, everywhere, all consuming. I fall, shielding my eyes.

Light, light and silence.

When I come to, there... there is no central Berne, no worker family housing. All gone. Just a pit, gouged from the earth, a pit where a city used to be. At the center, there is something blue... blue and glittering...'

Equipped with the GD2 rifle, GDI Riflemen are the mainstay of GDI militaryforces. They are deployed to all combat zones and trained in anti-infantrycombat techniques. Riflemen are most effective when garrisoned in fortifiedstructures, and are equipped to dig foxholes when the need arises to defend afixed position. Riflemen should never be deployed against heavy armor,especially flame weapons, without significant heavy-weapon support.

GDI - Units and Weapons

-----------------GDI Missile Squad-----------------

Mission: North Carolina Badlands

Added: When your missile squads arrive

Transcript:

Field Manual - Basic Infantry

GDI Missile Squads are armed with the FGM-90, which is designed to inflictmaximum damage to vehicles and aircraft. Light vehicles like jeeps and buggiesare excellent targets for Missile Squads. Missile Squads are normally deployedin tandem with larger Riflemen squads, but can be used to great effect fromgarrisoned positions in civilian buildings or APCs where they are protectedfrom anti-infantry fire.

GDI - Units and Weapons

------------GDI Engineer------------

Mission: North Carolina Badlands

Added: When engineers arrive and are explained

Transcript:

GDI combat engineers are able to capture enemy buildings and repair structures(including bridges and base buildings). Deploy an engineer into an enemy basestructure in order to capture it - or send an engineer into a damaged buildingto fix it back up again. Damaged bridges can be repaired by deploying anengineer into the bridge auto-repair gatehouses.

Engineer Combat Primer Excerpt

- As a combat engineer a few cardinal rules should be kept in mind at alltimes:

Mobile Construction Vehicles, or MCVs, are deployed to all major theaters toserve as the foundation for a forward operating base. The MCV is capable ofrolling over any relatively clear terrain. It is not equipped forself-defense. When an MCV reaches its destination it can immediately unpackinto a Construction Yard capable of building production structures, a TiberiumRefinery, and other elements needed for a forward base. The Construction Yardcan be packed up into the MCV at any time, although it is only advised when thebase it supports is no longer being used.

GDI - Units and Structures

--------Barracks--------

Mission: North Carolina Badlands

Added: When you place a barracks

Transcript:

Field Manual - Logistics

GDI base camps are created using highly portable, modular buildings. Thisallows for easy construction and tear-down of shelters in harsh climates andremote locations. Personnel stationed at GDI bases will find themselvesprotected from Tiberium contamination and ion storms due to the durable armorplating, but will not have access to advanced weaponry without the support ofan Armory.

GDI - Units and Weapons

---APC---

Mission: The Pentagon

Added: When the APCs arrive

Transcript:

Field Manual - APC

The GDI Armored Personnel Carrier, or APC, is a six-wheeled all-terrainvehicle that can transport infantry in an armored compartment. Dynamicallysized fire slits permit the soldiers riding in the vehicle to shoot at targetsoutside the APC. Deploy a Missile Squad into an APC and the vehicleeffectively gains the ability to fire missiles. Passengers can be evacuatedquickly through multiple exits from the APC, so the vehicle can drop soldiersright into a firefight with minimum downtime for unloading.

---------Grenadier---------

Mission: The Pentagon

Added: When the Grenadier Squads exit the Pentagon

Transcript:

TacOps Field Guide: Grenadier Squad

If you need to clear a garrisoned building fast, deploy a Grenadier squad andthey'll get the job done. Their rocket propelled grenades can even hit theupper stories of taller structures. Even better, the grenades have minimalon-board AI and guidance and steer themselves right through windows.Grenadiers will blow the garrisoned enemy troops right out of the side of thebuilding.

-----------Sniper Team-----------

Mission: Langley AFB

Added: When all four sniper teams have been rescued

Transcript:

TacOps Field Guide: Sniper Team

Sniper Teams are able to take down enemy infantry with deadly precision. Theyemploy stealth so they can't be seen or detected while motionless. Finally,the spotter in a Sniper Team allows you to designate targets for any Juggernautartillery units for miles around. The Juggernaut crew will be able to see andtarget enemy units and structures anywhere near active Sniper Teams in theenvironment.

------------Command Post------------

Mission: Langley AFB

Added: When establishing control of the GDI outpost

Transcript:

Field Manual - Command Structure

GDI forward bases act as the hubs for GDI operations in all Zones and weatherconditions. The heart of any GDI forward base is the Command Post. From thisstructure field commanders can maintain contact with regional GDI resources andcentralize intelligence for rapid response. High-powered radar andcommunications equipment allow officers real-time feedback from units in thefield, but note that this gear will draw significant power from your base grid.

--------Airfield--------

Mission: Langley AFB

Added: When recapturing the airfields

Transcript:

Field Manual - Forward Air Bases

Air assets are often dedicated to support a particular ground force. Themodular GDI Airfield can be established to maintain up to four combat aircraftindefinitely. The facility is capable of refueling, repairing, and rearmingOrca ground attack aircraft, but can also sustain Firehawk VTOL attack jetswith the addition of advanced technical equipment. Airfields each directlycontrol a small element of aircraft, so without an Airfield these craft maysuffer guidance failure and the inability to maintain extended operationsconsidering global ion storm interference.

--------------------Orca Attack Aircraft--------------------

Mission: Langley AFB

Added: When recapturing the airfields

Transcript:

TacOps Field Guide: Mark IV Orca

The highly maneuverable and light-weight Orca aerial weapons platform hassupported GDI ground campaigns for decades. The Mk IV version currentlydeployed with GDI forces worldwide is an all-new, state-of-the art aircraft.With VTOL capability that allows it to operate from small pads, a high crusingspeed, long range, and the ability to hover for extended periods, the Mk IVOrca is a truly versatile weapon system. Its air-to-ground missiles can strikea wide variety of targets including enemy vehicles and structures. The Mk IVcan also be equipped with a sensor array capable of detecting even the mostadvanced Nod stealth units. Field commanders should note that Orcas are notcapable of engaging targets in the air and should be escorted by Firehawkattack jets carrying air-to-air missiles when operating in areas where Nodcommands air superiority.

--------Commando--------

Mission: Hampton Roads

Added: When taking control of the Commando

Transcript:

TacOps Field Guide: Commando

The deadliest weapon in the GDI arsenal isn't a tank or an aircraft - it's ahuman being. GDI's elite Commando is truly an "army of one," backed by 50years of tradition and trained in a grueling program that has a 22% fatalityrate and a 97% droo-out rate for the survivors (even after starting with thevery best of the best in all branches of service). Commandos are equipped withspecial battle armor, solid fuel jump jets, a top secret rail gun with a highrate of fire, and det-packs that can take down an entire building with anexotic new explosive. GDI weapons labs equip Commandos with the prototypes ofGDI's next-gen weapons, so nobody else on the battlefield has the toys theseboys have. The most elite Commandos are also trained to use their det-packs onthe legs of large walkers, one of the reasons GDI retired many of the bipedalwalkers that were a mainstay in the second Tiberium War (given that this newvulnerability seemed like it could be exploited by Nod elite units as well).

--------------------Predator Battle Tank--------------------

Mission: The White House

Added: When you build a Predator Tank

Transcript:

Weapons of the World 2047: GDI Main Battle Tank - MBT-6 Predator

Equipped with a 150mm cannon, this 65 ton tank packs an armor-piercing punchagainst any vehicle or structure. It's also fast and quite maneuverable for alarge armored vehicle. Devastating in numbers, Predator tanks can rip throughenemy encampments quickly, as well as crush infantry under their tracks. Theyhave excellent armor, but are vulnerable to armor-piercing rocket and cannonattacks.

-----------------GDI Base Defenses-----------------

Mission: The White House

Added: When you place a Watchtower or a Guardian Cannon

Transcript:

Excerpt Technical Manual 2047

GDI has 3 basic defenses with which to ward off enemy attacks: The Watchtower,the Guardian Cannon, and the AA Battery.

The Watchtower stands 30ft tall with twin 20mm railguns mounted atop it.Equipped with an IR spotlight and next-gen sensor to detect stealthed units,this anti-infantry defense tears enemy infantry to shreds. Programmed toattack any ground unit that comes within its range, the Watchtower is also ableto distinguish between infantry and tanks, and will prioritize the infantryover tanks so as to minimize the lethality of its anti-personnel ammunition.

The Guardian Cannon is equipped with a 105mm gun capable of ripping throughthe heavy armor of tanks. The Guardian is an anti-vehicle weapon and is not aseffective against infantry.

The Anti-Air Battery has twin 30mm Gattling guns firing depleted Uranium shellsat air targets. With a deadly accurate fire control system and a staggeringrate of fire, the AA Battery is very effective against any form of aircraft.

-----Crane-----

Mission: The White House

Added: When you build and place a crane

Transcript:

Base Logistics Field Guide

If a forward base needs to go up fast, consider building a Crane to open up asecond production queue at the Construction Yard. The nano-assemblers,computers, and control units will be able to work on two base structuressimultaneously.

-------------Zone Troopers-------------

Mission: Casabad

Added: When the Zone Troopers arrive

Transcript:

TacOps Field Guide: Zone Troopers

GDI Zone Troopers are elite heavy infantry with exceptional mobility, armor,and enough firepower to take out enemy targets ranging from infantry to lightvehicles. Equipped with power armor, rail guns, and jump jets that can boostthem over obstacles or across rivers, Zone Troopers do the heavy lifting forthe GDI infantry.

Everyone knows that War Factories build vehicles. But did you know that a WarFactory can also perform repairs? War Factories have been upgraded withautonomous repair drones that can perform even the most complex repairs toseverely damaged vehicles in a very short period of time. How does it work?Just get close. Vehicle crews in damaged tanks, APCs, and buggies should bringtheir vehicles back to the base War Factory and the drones will begin repairoperations when the vehicles are in proximity to the factory structure.

---------------------------------Base Expansion using the Surveyor---------------------------------

Mission: Alexandria

Added: When deploying a Surveyor

Transcript:

GDI Field Manual

Some forward base Construction Yards can build Surveyor vehicles (found underthe Support Structure Tab of the base control interface) which have thecapability to deploy into a small Outpost. Surveyors can be given the commandto deploy on any terrain where base structures can be built. Once an ExpansionBase is established, the Construction Yard in the main base can be used tobuild any structure nearby, including Refineries, War Factories, base defenses,and whatever else might be useful. The Surveyor and the Outpost it creates aresuperb tools for claiming territory near strategic targets like remote Tiberiumfields (so refineries can be built nearby, saving harvesters from a longcommute through possible enemy-controlled terrain).

GDI field commanders in some forward bases have access to one of the mostunique power projection systems in the world: The Rig. The Rig is a vehiclethat is designed to roll deep into enemy territory and quickly deploy into aheavily armed Battle Base structure. Equipped with Guardian cannons and amissile launcher, the Battle Base is capable of engaging enemy vehicles andaircraft. As an added bonus, Rigs carry a complement of auto-drones for makingfield repairs to GDI vehicles. The Rig/Battle Base combination is ideal forclaiming and holding terrain, enabling GDI field commanders to emply a clasic"clear and hold" strategy for securing Tiberium fields or gradually taking overan objective area.

--------------------Firehawk Attack Jets--------------------

Mission: Albania

Added: When capturing the Reinforcement Bay for main objective # 4

Transcript:

TacOps Field Guide: Firehawk

The Firehawk is a fast and highly maneuverable VTOL attack jet that can carryair-to-ground or air-to-air missiles. Field commanders can make their load-outchoices while the Firehawk is on the pad at an airfield. Forward bases with aTech Center structure can equip Firehawks with special rocket boosters thatallow the aircraft to punch into the stratosphere and go near-orbital in orderto hop over enemy air defenses. Note that Firehawks are vulnerable to AA firein the actual target zone during the re-entry after the boost phase.

...as of 2043 GDI has closed over 60% of their military bases around theworld, including installations in North Carolina, Brazil, and Eastern Europe.The most recent cutbacks are due to a decrease in Nod activity - with Kanedead, the Brotherhood seems to be splintering apart...

---------------Tiberium Primer---------------

Mission: North Carolina Badlands

Added: When harvesting is explained

Transcript:

Tiberium: A gift or a curse?

Tiberium is a scientific curiosity, a vastly powerful resource, anunprecedented environmental cataclysm, a catalyst for war, and much more. It'slike nothing we've ever seen before and it is constantly transforming itself.

We are almost certain Tiberium is extraterrestrial in origin; it is notman-made and there is no evidence of the substance on Earth prior to its firstappearance half a century ago. Early forms of Tiberium were almost organic,sprouting out of the ground in what seemed to be plant-like pods, leachingminerals out of the earth and emitting clouds of toxic gas. Over time,Tiberium showed it had the ability to evolve and change.

By 2047, most Tiberium on Earth has manifested in what we know as its mostcommon form: A self-replicating proton lattice that turns any matter ittouches into more of itslef, giving off powerful radiation in the process. Itcan change anything it comes into contact with into more Tiberium.

Is Tiberium terraforming the Earth into a planet suitable for alien life? Isit a weapon? Is it a creature of some kind? Perhaps some form ofconsciousness resides in the crystal lattices, a quantum crystalline brain thatgrows ever smarter as it grows and grows. There are many theories about whatTiberium actually is... and why it is here. Ultimately its origin and itspurpose - if it has one - are still a mystery.

GDI has not given up on trying to contain the spread of Tiberium. WithTiberium infestation reaching critical levels and new, more sinister variantsof the substance turning up, things started to look pretty grim for planetEarth in the middle of the 21st century. However, GDI has found avulnerability in the green crystal that they have begun to exploit. GDIengineers have found the resonant frequency for Tiberium... and they havecreated sonic resonators that are capable of breaking up Tiberium crystals.

A high level scientific explanation of the alien substance is included here forstudents, engineers, and scientists: The most recent form of Tiberium is adense "dynamic proton lattice" held together by exotic heavy particles. WhenTiberium comes into contact with other matter, the heavy particles randomlycollide with the nuclei of the target matter, smashing it to pieces (in thecase of smaller nuclei) or incrementally knocking off protons and neutrons (inthe case of heavier nuclei). Tiberium captures a fraction of the protons thatare ejected during this collision process and incorporates them into its ownstructure, thus transmuting matter into more Tiberium. Whenever one of theheavy particles - a muon or tauon - collides with an atomic nucleus, fissionoccurs, which results in the production of alpha, beta, and gamma radiation aswell as other forms of electromagnetic radiation (like infra-red). During thetransmutation process, nuclei that Tiberium has come into contact with may bechanged into nuclei with different (usually fewer) numbers of protons orneutrons.

Tiberium infestation has rendered 30% of the planet totally uninhabitable.Large swaths of the Earth's surface have been designated as "Red Zones" - areasthat are desolate, swept by storms, and contaminated by vast amounts ofTiberium. Venturing into, over, or even near these wastelands can be extremelydangerous.

Beyond the Red Zones, Tiberium contamination has caused varying levels ofenvironmental damage in another 50% of the Earth's populated areas. In theecologically compromised and war torn Yellow Zones, Tiberium fields are common- growing in the middle of cities, on farmland, and throughout theenviroment. Tiberium-related climate change has caused an endless cycle ofdroughts, floods, and severe weather of all types including spectacularCategory 6 hurricanes, tornadoes with wind speeds of 500 miles per hour, andexceedingly violent thunderstorms. Especially destructive Ion Stormsoccasionally rage out of the Red Zones to wreak havoc on cities and towns inthe borderlands.

Only 20% of the Earth's surface is in relatively pristine condition. The BlueZones suffer from minimal Tiberium infestation and have been relativelyuntouched by war. The populations of the Blue Zones live in relative comfort,going about their lives in high-tech futuristic cities that sit in forestedvalleys or nestle in pastoral farmland.

----------------------------About the Brotherhood of Nod----------------------------

Mission: The Pentagon

Added: When primary objective # 4 is given

Transcript:

GDI views Nod as a dangerous, virulent, and inexplicably self-sustainingterrorist group obsessed with accelerating the worst ecological catastrophe inhistory, led by a charismatic and brilliant sociopath named Kane. TheBrotherhood sees itself quite indifferently. Nod believes that it is the agentof change for a world in the throes of transition to a new order, therepresentative of the poor and the opressed, and a foil to the previouslyunchecked power of GDI.

Nod has the people, resources, organization, and raw military power necessaryto stand against GDI and wage war on a global scale. Yet the Brotherhood ofNod isn't a country: it's a strange new hybrid organization that has thecombined characteristics of a religious movement, a multinational corporation,and a nation-state. Given the awesome demands of modern warfare, with itsterrible cost and vast scale, Nod's ability to go toe-to-toe with GDI isastonishing.

Nod is able to recruit thousands of new members every month from the desperatepopulations of the borderlands. Their political, military, and logisticaloperations are decentralized and buried deep inside the crumbling cities,towns, and outposts in the decaying Yellow Zones. A vast and sophisticatedinfrastructure is diguised from GDI, and Nod has perfected the art of movingmilitary assets and forces quickly over long distances without detection, evenby satellite or drone aircraft with the latest generation sensors.

Nod's core organization is very sophisticated and high-tech but they also havea large guerilla force composed of hastily trained and minimally equippedrecruits from the Yellow Zones. Nod's field forces are an interesting mix oflow tech "militia" troops and smaller numbers of highly trained, elite soldiersequipped with state of the art communications gear and the most advancedweapon systems available.

Nod's military assets are experimental and exotic in both appearance andfunction, but the durability of their units is suspect. Nod engineers are notafraid to risk human life and will often sacrifice safety and protection forincreased abilities and speed. Their high-end military hardware runs onTiberium and tends to be fast but vulnerable, lethal but unstable. Nodoffensive weapons deployed on vehicles range from rockets, machine guns, andflame throwers to toxines, lasers, and nuclear weapons. They also have anumber of Tiberium-based weapons.

The Global Defense Initiative began as a secret military alliance of advancednations under the United Nations umbrella. GDI's mission: To containTiberium, reverse its spread, and fight the sinister Brotherhood of Nod.

Over time, power and sovereignty have been gradually ceded to GDI and thenational identities of the participating countries have faded. In 2047 thatprocess has reached its final stages: While there are still technicallyindividual Member Nations, the reality is that GDI has become a unifiedpolitical and military super-state.

GDI controls the only areas of the Earth that have not been significantlycompromised by Tiberium infestation. The crystalline alien substance is slowlyconsuming the rest of the planet, causing an environmental cataclysm that hasmade 30% of the Earth uninhabitable and another 50% of the Earth's surfaceexceedingly unfriendly to civilization. GDI's home territories are known as"Blue Zones" since they are mostly clear of Tiberium and have been relativelyuntouched by war (in contrast to the ecologically ravaged and war-torn "YellowZones" and the Tiberium infested hellscapes designated as "Red Zones").

The clash between GDI and Nod has escalated into full world wars twice before -the First Tiberium War (TWI) erupted when both powers were in their formativestates and that terrible war was followed by another worldwide firestormseveral years later.

What happens if you're exposed to Tiberium? Nothing good. If you come intodirect contact with Tiberium, the green matter will start to fuse with yourskin within about 20 seconds. You'll feel an intense burning sensation,similar to touching a hot pan or spilling acid on your skin. A full blowninfection will manifest if you aren't treated immediately. Your flesh willbegin to crystallize; eventually your internal organs will shut down asTiberium extends rigid crystalline runners throughout your body. If youbreathe in the crystal, then it will become embedded in your lungs. You'lllose the ability to process oxygen as your lung tissue crystallizes.Eventually you'll start coughing up blood and will hemorrhage to death.

In some cases - and for unknown reasons - Tiberium infection will triggercellular mutation. It's not cancer in that the mutations seem strangelydirected; they don't kill you, but your body will begin to transform. Themechanism for this mutation is not well understood.

---------------------Life in a Yellow Zone---------------------

Mission: Sarajevo

Added: When capturing the Mutant Hovel

Transcript:

Tiberium contamination affects Yellow Zones directly and indirectly. Climatechange, melting glacial ice, extreme weather, Tiberium field growth, anddecades of war have caused social collapse in several Yellow Zones. Manycities in the most afflicted areas are run by warlords and criminalorganizations or have degenerated into anarchy - or they have fallen under thethrall of the sinister Brotherhood of Nod.

Existence in the worst-off Yellow Zones is not pleasant at all. Your home islikely to be in a decaying building with no running water. Power comes on fora few hours a day at erratic times. Food is scarce. Doctors are rare. On afew occasions food aid or medical care will be provided by humanitarian workersvisiting from the pristine and high tech Blue Zones.

A subsistence living is just the start. Tiberium contamination is a fact oflife, and thousands die every year from inhaling microscopic crystals that arecarried in smog, clouds of dust, and other airborne particulates. Tiberium mayeven fall out of the sky suspended in rain drops if the clouds overhead havepassed through a Red Zone during or after an Ion Storm. Because of the droughtconditions in many Yellow Zones, rain showers are often greeted by the localpopulations with an odd mix of fear, dread, and joy.

In the harsh reality of a Yellow Zone, Tiberium is not the only threat. IfTiberium doesn't get you, then you are likely to fall victim to a violentcrime, get caught in the crossfire between warlords clashing over turf, orbecome a collateral damage statistic in the global war between the armies ofthe Global Defense Initiative and the Brotherhood of Nod.

---------------------GDI's Nuclear Weapons---------------------

Mission: Cairo

Added: When the countdown has been announced

Transcript:

GDI still possesses a nuclear arsenal stored at key locations around the world(including a large nuke base in the desolate outback of Australia, heavilydefended silos in North American Yellow Zones, and installations in otherremote areas). GDI leaders long ago made a vow not to ever use nuclear weaponsno matter how bad the situation got and kept that vow even as Nod acquired itsown nuclear capability. GDI's nukes are few in number but are stored withdelivery systems (including IBCMs) and kept at top operational readiness justin case GDI leaders ever change their minds. The most difficult test of GDInuclear policy came in the early days of TW3 right after the strike on thePhiladelphia, but even then it's questionable how effective nukes would havebeen in stemming the Nod tide given that Nod's forces were highly decentralizedand Nod troops were staging operations deep in GDI Blue Zones. Some view GDI'spledge not to use nukes as a cynical one given that they deployed a newprecision weapon of mass destruction - the Ion Cannon - right at the time theymade their vow.

------------------------------What is it like in a Red Zone?------------------------------

Mission: Berne

Added: When destroying the air base

Transcript:

Excerpt from "International Orthographic's Guide to Our World Today"

If you were to equip yourself with a hardened environment suit and stand in themiddle of a Red Zone, you would see a landscape straight out of hell. Theground is a blasted and barren plateau of rock laced with veins of Tiberiumthat shine through with a malevolent green radiance. On the horizon aremassive formations of pure Tiberium that have welled up through the surroundingearth. These frozen crystalline glaciers cast a sickly emerald glow on thesurrounding terrain. Tilt your head and you'll contemplate a cloudy, torturedsky alive with twisting patterns of shimmering light and flickers of lightning.If you wait long enough, you'll see an Ion Storm begin to form, the lightningoverhead intensifying until the entire environment is lit with rapid strobingflashes. Eventually the vast and terrible energy overhead will begin arcing tothe ground around you in a terrifying display of destructive force. Thesefireworks are accompanied by a howling toxic whirlwind that scours the desertedground and drives shards of Tiberium before it at insane speeds.

Red Zones are like the surface of an alien world. Scientists have speculatedthat Tiberium is actually a terraforming agent for an alien civilization,slowly transforming our world into an environment suitable for beings that haveevolved on a different planet. No definitive conclusions have been reached.

Unauthorized reproduction of this text will be met with the harshest possiblepenalties, under the GDI anti-piracy convention of 2017.

Red Zones are the most hostile operational environments on the planet. Theabundance of Tiberium fields, the toxic radiation, the intimidating terrain(including chasms and cliffs), the terrible weather, and the huge Tiberiumglaciers all contribute to make these hellscapes a nightmare for fieldcommanders. On the bright side, considering our resources and mobility, wehave found that Red Zone conditions don't completely jeopardize our fightingability. The following operational techniques are found to be the mosteffective in Red Zone combat actions:

- Jump Jets: our commando and zone troopers make the best use of GFItechnology by simply jumping across the wide swathes of hostile terrain.

- Calling For Transport: the ground terrain poses serious challenges that canbe circumvented by bringing in a V35 OX to move units around.

- Expanding Ground Control: ground control can sometimes expand build radiusbeyond the length of a chasm, allowing units to be produced on the other side.In addition, transporting Surveyors across the chasm can allow for baseconstruction on the front lines.

--------------------------Once Again a Nuclear Power--------------------------

Mission: Outback

Added: When the Carryalls arrive

Transcript:

Excerpt from a Message to the Brotherhood

"...the Brotherhood of Nod is once again a nuclear power. We shall use our warheads and delivery systems to cleanse our enemies from the Earth in a bath of nuclear fire..."

Transmitted upon recapture of nuclear warheads in the Australian Outback

-----------KANE LIVES!-----------

Mission: Downtown Sydney

Added: Shortly after Kane makes his appearance

Transcript:

Message to the Brotherhood

I have not abandoned you, my children. I know that recent events have beenunsettling, with the war against GDI taking an unexpected turn, the destructionof Temple Prime, my temporary absence, Kilian's betrayal, and the arrival ofthe Visitors. Your faith has been tested, as it has been before, and I'mconfident that it did not waver.

Know that everything is proceeding exactly as I have forseen it. The light ofa new day shines into every corner of the world.

Unfortunately, there are more tests ahead of us before we fulfill our destiny.I ask you for your continued faith and obedience so that we may all stride intoa glorious future together.

------------------------------The Key to the Future: Part I------------------------------

Mission: Italian Hills

Added: Shortly after the mission starts

Transcript:

<<Incoming Transmission>>

Source: KanePriority: UltraScramble Index: Echo-Oscar-5

Ascension: That is the reward that awaits us. Complete these final tasks thatI have put before you, and our destiny will be fulfilled.

You must not fail.

<<End Transmission>>

---------------------The Towers Sacrosanct---------------------

Mission: Operation Stiletto

Added: When you capture a Drone Platform

Transcript:

PRIORITY ORDER

The Visitors are divine instruments. They are not divine in their own rightbut because of what they are doing for us, building the sacred towers in thehearts of our Red Zones. The Visitors remain hostile to us because they knownot what they do; their vision is limited and they cannot see their own partin a Plan that goes beyond their purpose.

No member of the Brotherhood shall take hostile action against the holy siteswhere the towers are rising out of the Red Zones. Defensive action againstVisitors showing hostile intent is understandable, but do not strike first.

Be aware that GDI is conducting military operations against the Visitors allover the world. Such operations help our cause if they keep the Visitorsdistracted - but if GDI threatens a tower then we must intervene to helpprotect the sacred structure.

The towers are new homes of the Brotherhood, and their importance - andmeaning - is transcendent. Treat them as you would treat your temple.

-------------------------------The Key to the Future: Part II-------------------------------

Mission: Kane's Tower

Added: Shortly after the mission starts

Transcript:

<<Incoming Transmission>>

Source: KanePriority: UltraScramble Index: November-Kilo-2

One of our sacred towers is now very close to completion. This magnificentstructure in the Mediterranean Red Zone rises thousands of meters into the sky.Once the Visitors finish their work on this tower, it will become utterlyimpervious to attack by any weapon known to man. We must do everything in ourpower to ensure that this holy site is not sullied by GDI as the Visitorscomplete their task.

This tower is our gateway to the stars. It is the key to the future. It mustbe protected at all costs.

Capture Tiberium Spikes in your theatre of war to provide logistical supportfor combat operations. You'll find these Tiberium mining and processing unitsdeployed by the hundreds in various Yellow and Blue Zones. Send a Saboteurinto a Spike and claim it for your own - your forces will benefit from aconstant flow of resources as the machine extracts Tiberium from undergrounddeposits and processes it on-site.

---------------------Nod Tactical Doctrine---------------------

Mission: Andrews Air Force Base

Added: When an enemy unit is spotted

Transcript:

Excerpt from the Brotherhood Combat Operations Manual

"...Nod operational doctrine states that commanders should control the tempo of combat operations, avoiding direct contact with the enemy until the time and place are just right. Stealth, speed, mobility, force composition, and operational flexibility are the key to success..."

Modular Tiberium refineries can be set up quickly and effeciently on-site,using the latest Tiberium processing technology. The latest generation Nodharvesters are not just fast, but they are also able to avoid detection withon-board stealth technology. You'll be able to harvest resources right underthe nose of the enemy, leaving GDI logistics officers scratching their headsand asking themselves, 'Where'd that Tiberium field go?'...

Evacuation routes for convoys in transit from the Amazon Desert have beencompromised by long range GDI artillery emplacements. Convoys designated asSand Viper, Lancehead, and Bushmaster will hold at markers Echo, Sierra, andBravo until further notice. Escorts will set up a defensive perimeter aroundeach convoy.

Viper's Nest Actual will advise when the GDI emplacements have beenneutralized.

<<Transmission Offline>>

---------------------Calling for Transport---------------------

Mission: Amazon Desert

Added: After building an Air Tower

Transcript:

From the Brotherhood Combat Operations Manual

Once aircraft have begun operating from a Nod base, many Nod ground units inthe general area gain the ability to call for transport. Units can radio infrom the field requesting airlift from their current position. Carryalls willdeploy, pick up the units needing transportation, and ferry them to a targetdestination. Be careful about exposing the Carryalls to enemy anti-aircraftfire because Carryalls are vulnerable targets and you run the risk of losingyour infantry or vehicles in transit.

'...before expiring, subject confirmed that GDI's A-NZ special weapons detachment will be moving nuclear warheads from the base at Broken Hill to a location within the Sydney zone border. Multiple warheads will be transported in a convoy escorted by GDI military units. Blast yields for the warheads have not been confirmed, but are likely to be in the 100-300 kiloton range. Date, time, and route information are as follows...'

Added: After capturing the GDI Research Facility (second bonus objective)

Transcript:

Nod Intelligence ReportMarch 2046

GDI and the Brotherhood both have significant operations in Australia. Itseems inevitable that this region will become a major theatre of war once theoffensive against GDI gets under way. Kilian Qatar has personally overseen thepreparations in the A-NZ theatre including the construction of a full regionalcommand facility at Ayers Rock and the establishment of multiple undergroundbases throughout the Australian Outback. A-NZ infantry and armored divisionshave been training intensively for the last three years using weapons andequipment that are manufactured locally at a rapid pace. When the time comes,the Brotherhood's A-NZ forces will be ready.

"...the invaders have attacked GDI and Nod forces and civilian targets around the world with savage force. The largest scale enemy activity has been reported near Red Zone borders and in the larger population centers. Fortunately for the Brotherhood, the larger cities tend to be in Blue Zones, so it looks like GDI strongholds are taking the worst of the punishment..."

----------------Cease Fire Order----------------

Mission: Sydney City Wall

Added: Near the start of the mission

Transcript:

<<Begin Transmission>>

Source: A-NZ HQ, Copperhead Actual

Priority: Abel

Scramble Index: Charlie-Juliet-4

All A-NZ commanders will cease offensive operations against GDI military unitsat 2300 today. A temporary "cease fire" order will be in effect until furthernotice. Selected A-NZ commanders will be asked to begin coordinated operationswith GDI units against invader forces in the A-NZ theatre. Copperhead Actualwill provide contact information and liaison officers to the affected A-NZunits.

...Sight ComSec has been compromised in the A-NZ Theatre of War. Data andvoice transmissions from an unknown source have resulted in new operationaldirectives being issued without the knowledge of Copperhead Actual. Commandersare acting on the unauthorized orders and the resulting chaos is compromisingour temporary alliance with GDI...

-------------------The Alliance is Off-------------------

Mission: Downtown Sydney

Added: After using a nuke on the GDI base

Transcript:

<<Intercepted GDI Transmission>>

...Nod has initiated combat operations against GDI forces in the A-NZ Theatre,and they've caught us with our pants down. The alliance of convenience ishereby terminated and all GDI units in the theatre are free to engage Nodforces. Why did we think we could trust them in the first place? Let's takethe fight to them and expel them from this Theatre of War...

GDI strike teams have attacked and destroyed Visitor towers in multiple RedZones and the tempo of their combat operations is increasing. They startedwith the Rome Tower and are now staging strikes in rapid succession all overthe world.

Kane needs at least one tower to survive completion. The Basilisk command teamis evaluating the situation and determining the best strategy for ensuring thatat least one tower survives.

- Initial analysis of gathered data shows that Type 8 structure acts as a"Gravity Stabilizer" to compensate for intense gravity fields generated byplanetary bodies. This evidently allows alien spacecraft to make short-rangeteleportation jumps into the Earth's magnetic and gravitic field with maximumprecision. Gravity Stabilizers typically appear only in well secured areaswhere alien operations are highly focused.

- Visitor craft observed utilizing the Gravity Stabilizer include the unitsdesignated as "Stormrider", "Planetary Assault Carrier", and "DevastatorWarship". These craft appear to be entering the area of operations using theGravity Stabilizer before heading to objectives in the surrounding regions.

"...the Brotherhood's elite soldiers - like the Black Hands or the Shadows - are highly capable but relatively few in number. If the elite soldier is the Brotherhood's scalpel, to be used with devastating precision, then the militants and rocket troopers in their millions are like a great war hammer or battleaxe. Their power comes from their sheer numbers, and we continue to recruit them by the hundreds of thousands from the desperate populations of the Yellow Zones. We give them enough training, weapons, and equipment to make them a vast blunt instrument of war for the Brotherhood..."

--------Fanatics--------

Mission: Goddard Space Center

Added: Shortly after the mission starts

Transcript:

Excerpt from writings of Confessor Marcion

"Behold the noblest of our brothers! They shall sugger not the dread of this meager existence, nor shall they tolerate the tyranny of GDI. Through their sacrifice they bring liberation to each and every one of us who struggles on in their glorious wake. They will cleanse the land of oppression with the flames of their very souls, as they deliver Kane's word in fire."

- Nod Confessor Marcion

--------Saboteur--------

Mission: Saboteur

Added: When the second main objective is given

Transcript:

From "Rites of War"

Nod's elite society of combat engineers - known as the Saboteurs - includessome of the most loyal and brilliant clerics. Saboteurs use their specialtalents and skills to take over key enemy structures. Saboteurs can also rigcertain civilian structures and bridges with proximity-detonated explosivecharges. A Saboteur is made by years of training in science and in the darkarts of sabotage, infiltration, appropriation, and hijacking.

-----------Hand of Nod-----------

Mission: The White House

Added: Shortly after the mission starts

Transcript:

From "Rites of War"

The Hand of Nod is not just a barracks and armory for Nod infantry. It is alsoa place of learning for militants and rocket troopers, a sanctuary for Fanaticsas they perform their departure rituals, and an interrogation center forConfessors as they extract secrets from enemy captives and keep the hearts ofour own troops pure and true. Saboteurs and Commandos may also choose to bunkdown in the Hand of Nod prior to launching their secret operations.

---------------Nod War Factory---------------

Mission: The White House

Added: Shortly after the mission starts

Transcript:

From "Rites of War"

Preparations for the start of the Third Tiberium War required a very highdegree of secrecy. The need for concealment and stealth coupled with theever-increasing number of ion storms has forced the Brotherhood to move awayfrom airlift asthe primary source of reinforcements for combat units. TheBrotherhood is now employing the ultimate in "just in time" weapons delivery:Vehicles are beling built on-site within the theatre of operations. Nod WarFactories are housed mostly underground and use nano-assemblers and heavyindustrial robots to construct and repair tanks, bikes, buggies, and othervehicles. Repair drones orbit around the surface features of the War Factory;vehicles in proximity to the War Factory will be automatically repaired.

-----------Shadow Team-----------

Mission: Andrews Air Force Base

Added: When the Shadow Teams are brought in

Transcript:

From Summary Section of "Elite Infantry Operations Guide"

Trained using many of the same techniques that were used to shape the ancientNinja, the Nod Shadows are elite special forces troops capable of infiltratingwell behind enemy lines. Shadows employ stealth, carry rapid-fire weapons thatare deadly against enemy infantry, and are equipped with collapsible poweredhang-gliders that give them the ability to fly. The most powerful weaponcarried by a Shadow is a bomb incorporating a new type of explosive. Shadowscan use these bombs to destroy enemy structures with a single blast. Thechemical composition of the explosive was obtained by espionage, stolen rightout of a GDI lab working on next-generation chemical explosives

Excerpt from an intercepted GDI intel FLASH report: "...GDI troops are comingup against their worst nightmare in the field: Teams of stealthy, flying,high-tech ninjas that can destroy entire buildings. Commanders charged withdefensive operations are advised to double up on stealth countermeasures andpatrols..."

------------------Venom Patrol Craft------------------

Mission: Hampton Roads

Added: When reinforcements arrive after the carrier is destroyed

Transcript:

From "Weapons of the Brotherhood"

"...now that the Brotherhood has deployed the Venom, GDI no longer has a monopoly on VTOL scout aircraft. The Venom is one up on the GDI Orca, however, since it can strike both air and ground targets. A Venom can engage ground targets but can also blow Orcass right out of the sky..."

Peach Through Power!

-------------Flame Weapons-------------

Mission: Washington DC

Added: Near the start of the mission

Transcript:

From "Rites of War"

Flamethrowers are powerful anti-infantry weapons. They have a staggeringpsychological effect that sometimes goes beyond their superlative combateffectiveness. Now that our labs have created a form of concentrated fuel thatpermits extended combat operations, a new generation of flame weapons has beendeployed with infantry and on vehicles. Black Hand heavy infantry units carryportable flamethrowers that can wreak havoc on enemy infantry. The nextgeneration Flame Tank is even more powerful, capable of incinerating enemyinfantry by the hundreds and clearing enemy garrisoned buildings in a matter ofseconds. Use these flame weapons well and render GDI infantry useless on thebattlefield.

Peace Through Power.

-------------Base Defenses-------------

Mission: Washington DC

Added: After the Shredder Turret bonus objective is given

Transcript:

From "Weapons of the Brotherhood"

"...the Brotherhood is deploying a new generation of base defenses for field operations. To maximize flexibility, lethality, and survivability, each base defense will consist of four components: A hub and three turrets. The turrets are all slaved to the hub - which acts as the central targeting and fire control system. The hub is also equipped with nano-assemblers to repair or rebuild damaged turrets. There are three different base defense types: Anti-aircraft surface to air missiles, anti-vehicle lasers, and anti-personnel shredder guns..."

Peace Through Power!

----------------Disruption Tower----------------

Mission: Amazon Desert

Added: Shortly after the mission starts

Transcript:

From "Rites of War"

GDI's dominance of space has complicated our lives. Their ability to leveragetheir space-based weapon and sensor platforms against us is a serious concern.Our primary countermeasure is our stealth technology, and recently we havebegun deploying Disruption Towers around valuable assets. The DisruptionTower creates a large stealth bubble over an area, allowing our vehicles andstructures to operate undetected. The tower itself is still visible, so besure to utilize proper security measures to prevent direct assault. DummyDisruption Towers have been erected in remote locations to foilhuman-intelligence gathering efforts.

--------------Vertigo Bomber--------------

Mission: Atlantic Coast

Added: Near the start of the mission

Transcript:

From "Weapons of the Brotherhood"

"...this batwing stealth bomber employs the very latest in optical and radar stealth technology. However, the aircraft will experience a moment of vulnerability when it must 'de-cloak' to drop its massively powerful bomb, but as soon as the air-to-ground weapon is away, the stealth field can be reengaged quickly..."

------------Stealth Tank------------

Mission: Atlantic Coast

Added: When the Stealth Tank reinforcements arrive

Transcript:

From "Weapons of the Brotherhood"

"...the new Stealth Tank is fast, maneuverable, and deadly. Equipped with missile launchers that are effective against both vehicles and structures, this versatile weapon system is most useful when commanders are aggressive, taking the fight to the enemy and making maximum use of the stealth generators. A deft touch will enhance the survivability and effectiveness of the Stealth Tank - tank crews should know exactly how close to get before unleashing missiles at an unsuspecting target and how quickly they must leave the scene after firing. Once the stealth bubble has reformed and the tank is safely away from the target zone, the missile launchers can be re-armed and the tank made ready for another strike..."

--------Commando--------

Mission: ???

Added: This entry is currently bugged and can only be added by editing the intel database files manually

Transcript:

From "Rites of War"

"...the Commando is the most feared soldier on the battlefield. Armed with the deadliest of anti-infantry weapons and Tiberium-based explosives that can collapse a building in a matter of seconds, the Commando is a one-woman army. She is also ruthless, having survived a training program that one could only describe as sadistic..."

----------------Obelisk of Light----------------

Mission: Slovenia

Added: After completing the Obelisk bonus objective

Transcript:

<<Intercepted GDI Transmission>>

...Nod forces are deploying a new generation of their iconic Obelisk of Lightalong front-line positions. It appears that the Obelisk's functionality hasbeen improved with additional serial-channel capacitors. Although the basicarchitecture of the design does not deviate greatly from earlier generations,the core of the laser weapon has been enhanced for increased firing durationwhen the power output is reduced. Evidently the tower can now be set tosustained-fire mode when used against unarmored targets such as infantry andcivilian vehicles. This allows the laser to fire at limited power in an arc,resulting in cutting motion that can strike several infantry per emission.

The advanced capacitor also allows over-charging of the tower by Nod'slong-range artillery platform, the Beam Cannon. When one or more Beam Cannonsfocus their laser weapons at a receptor on the base of the tower it can fireover increased range by directly feeding the added energy into its mirrorarray. The limited targeting ability of the mirror array still suggestsaircraft as the optimal answer for any Obelisks encountered on the field...

Source: GDI InOps recon team

------Avatar------

Mission: Slovenia

Added: After upgrading an Avatar

Transcript:

Excerpt from Avatar Crew Briefing

You have the privilege of piloting one of the most fearsome and capable weaponsystems in the arsenal of the Brotherhood. You command a bipedal combat walkerthat stands ten meters tall, an all-terrain war machine so intimidating thatits very presence on the battlefield strikes fear into the hearts of GDItroops.

The base laser weapon on the Avatar is very effective against vehicles andstructures, but the avatar can be upgraded with significantly more combatpower. Nod engineers have built a unique capability into the Avatar: It canadapt key systems from other Nod vehicles for its own use. You can remove thestealth generator from a Stealth Tank, the stealth detector from an AttackBike, the anti-infantry flame-thrower from a Flame Tank, or the beam cannonfrom an artillery vehicle and use them immediately. An Avatar can equip itselfwith all four secondary systems. Although the Avatar destroys the donorvehicle and kills the crew in the process of recovering the new system, resteasy in the knowledge that the dead have given their lives for the Brotherhood.

-----------Beam Cannon-----------

Mission: Sarajevo

Added: After the third main objective has been given

Transcript:

Excerpt from "Weapons of the Brotherhood"

"...the Beam Cannon is a fearsome long range weapon in its own right, but its combinatorial power is staggering. Multiple Beam Cannons can combine their beams to dramatically increase their combat power. A Beam Cannon can also drive the capacitors of an Obelisk of Light. Best of all, the Beam Cannon is mounted on a versatile six-wheeled chassis with speed, agility, and range that is unprecedented for an artillery system..."

----------------Catalyst Missile----------------

Mission: Northern Italy

Added: After repairing the Catalyst Missile Launch Facility

Transcript:

<<Incoming Transmission>>

Source: Basilisk ActualPriority: UltraScrample Index: India-Bravo-8

Once the Catalyst Missile is secured, begin deployment to all Nod combat units.This weapon is most effective against Visitors - prioritize use whenever combatoperations have been authorized against Visitor forces.

Welcome to the Brotherhood of Nod. You have joined a global order withmillions of members all working together in harmony to unite the world in thename of peace - and realize the true potential of mankind.

Our relationship with Tiberium has always been greatly misunderstood. Mostpeople do not realize that the roots of our faith extend back severalmillennia, long before the emergence of the green crystal on Earth in 1995...an event prophesized by our great leader, Kane.

While the fascist political consortium of wealthy nations known as the GlobalDefense Initiative attempted to control the sacred green crystal, theBrotherhood worked tirelessly to acquire samples of the precious crystal... tostudy it, to unlock its potential as a new energy source, to explore itspossibilities. Through our research and our faith, we have affirmed thatTiberium is the ultimate gift to mankind. It is the key to the future.

Our movement grew rapidly as Tiberium spread across the Earth. The mainstreammedia branded us as 'terrorists' but we exposed GDI as the real criminals.They unilaterally redrew international border lines, relegating Nod followersinto inhospitable Yellow Zones while they claimed the pristine and exclusiveBlue Zones all for themselves.

------------------------Nod's place in the world------------------------

Mission: Goddard Space Center

Added: When the power plants have been destroyed

Transcript:

From a Yellow Zone information pamphlet

Nod: Representative of the righteous and a foil to a corrupt oppressor

The Brotherhood of Nod champions the common people - the 80% of the world'spopulation that struggles to get by in Yellow Zones torn by war, wracked bypoverty, and abandoned by GDI. Using Tiberium to fuel and fund our efforts,Nod works tirelessly to bring order from the chaos. We make the streets safe,distribute food to the hungry, provide emergency medical care, minister tothose who feel a spiritual vacuum, and inspire hope in people who wouldotherwise have none.

GDI casts itself as the world's guardian and savior, but they are neither. GDIis corrupt and unjust: 20% of the world's population - the most wealthy peopleon the planet - live in the Blue Zones, consuming the majority of the world'snatural resources, wielding their vast military power to maintain the statusquo by depriving the downtrodden of their god-given right to mine and exploitTiberium.

The powerful oppress the weak in the hollow name of freedom - and the onlycounter to GDI's power is the Brotherhood. Nod meets strength with strength inthe name of peace and progress. Nod is the only hope against GDI tyranny.Brotherhood... Unity... Peace.

--------------------------------------Ground Control for GDI's A-SAT Systems--------------------------------------

Mission: Goddard Space Center

Added: When the last main objective is given

Transcript:

Excerpt from "Eyes Only" Inner Circle Intelligence Report

The Inner Circle has long feared GDI's dominance of space. GDI's orbitalweapons platforms, command & control stations, and spy satellites are protectedby a powerful anti-missile system that seemed invulnerable and invincible.This orbital necklace of death is based on a network of space-based kinetickill weapons, lasers, and even the Ion Cannons themselves - used to interceptand destroy incoming missiles. GDI space assets have been out of reach of theBrotherhood for years, leading to a sense that the balance of power in adecades-long struggle would eventually tip decisively against the Brotherhood.

But our operatives discovered a flaw in the GDI system: For some unfathomablereason, GDI put the crews and control centers for their Ion Cannons and theirA-SAT system on the ground. Even better, the critical personnel and equipmentare concentrated in a single facility in the northeastern Blue Zone. Awell-planned surprise strike on Goddard Space Center could take all of GDI'sIon Cannons and their entire A-SAT system offline, giving the Brotherhood daysand possibly weeks to conduct combat operations across the planet unhindered byspace-based weapons and prying eyes.

As a bonus, the primary GDI world command hub is based on board the spacestation Philadelphia. A missile strike on the Philadelphia immediately afterthe destruction of the A-SAT control systems could render the entire GDIcommand and control structure headless and reeling.

-------------Mutant Exodus-------------

Mission: Ayers Rock

Added: After recruiting five Mutant Marauder squads from the Mutant Hovel

Six long years have passed since the once burgeoning mutant nation picked upstakes and disappeared into the Tiberium wastelands, their tragic, self imposedexile continuing to this day. Yet now, as humanity struggles to find its placein an ever more blighted world, thoughts again turn to our horribly disfiguredbrethren - who were they, and why did they leave?

In a show of goodwill towards the vanished mutant population, G-330X HabitatModules were deployed on the borders of Red Zones in 2042. Since then therehave been scattered but unconfirmed reports that mutants have taken shelter inthe habitat modules.

... Primary base established near mature Ichor deposits using nano-assemblers

-----------------------Unexpected Developments-----------------------

Mission: London

Added: When completing the Groth Accelerator bonus objective

Transcript:

... Prediction after Ichor LQ detonation: Ichor deposits at expected levelson entire planetary surface and no indigenous population (Probability ofself-destruction or extinction due to Ichor growth at 97%+)

... Note that the intensity of initial operation cannot be sustained - ifdesired result of disorganization and diversion away from Relay Nodes andThreshold construction activity is not achieved quickly, mission will be indanger

... Threshold tower construction is the first stage of planetary Ichorextraction

... Thresholds are capable of extracting all Ichor within a large radius:Ichor will be processed and transferred to Hub

... Connection with Hub takes the form of an interstellar gateway capable ofinstantaneous matter transmission

... Threshold assemblies and signal transmitters will partially phase out onceconstruction is complete: phasing will completely protect all Thresholdstructures and machinery against any form of geologic upheaval, sever weatherphenomena, cometary impact, or use of conventional, nuclear, Ichor, or otherforms of weaponry

-------------May 8th, 2007------------- - Posted the entire GDI campaign walkthrough and the entire GDI IntelligenceDatabase section (except for the missing Alien Tripod Captured entry that'sglitched - if you have it and you're willing to copy it down, I'd appreciate itif you shared it with me).--------------May 30th, 2007-------------- - Posted the entire Nod and Scrin campaign walkthroughs and IntelligenceDatabase sections, including the glitched Alien Tripod Captured and Commandoentries. You'll note that sections 2 and 3 are missing from the table ofcontents; those will be the units and structures lists eventually, but I'mhesitant to bother working on them until the next patch is out (since quite afew changes are going to be made).